再来一局。One more try.
随机局面,递进挑战。每次出发,试一种新解法。New conditions. Rising stakes. Find a different way through.
吞纳实验室Uptake Lab
自主性原理 · 用自身物质维持自身Autonomy · Sustain yourself with your own resources
在不断生长的生态中,选择自己的生存方式。Choose your survival rules in a growing ecosystem.
长出哪种新结构?What will you grow?
已暂停。选一个,继续这一局。Paused. Pick one to keep going.
按住前方移动,点按可短促推进;方向键 / WASD 也可。Q 迸流消耗16体量;E 在160体量后分身,8秒后靠近可归并。选择定量、限时或无尽。Hold ahead to steer; tap for a short thrust. Arrows / WASD also work. Q: Burst costs 16 mass. E: Split at 160 mass; merge after 8s when close. Choose race, timed or endless.
玩法与原理Play & principle
自主性原理。推进、修复取用自身物质;吞纳与成长改变后续生存能力。地图1600×1200,体量180、400、900、1800时逐级扩大视野。定量竞速目标2000 / 3500 / 5500,限时竞分90 / 150 / 210秒,无尽只在失去维持能力时结束。普通与富养供养,双环提供6秒无敌护盾,斜线提供7秒加速,叉号带来7秒毒性;护盾期间毒性不造成消耗。放射尖刺会损伤并削减体量。对手也吃养分成长,有追逐、逃避、短冲和绕圈行为;分身更快覆盖养分,但吞纳依据每一部分的体量单独判断。养分涌现有位置与小地图提示。上述数值为原创游戏规则。Autonomy. Movement and repair consume your own matter; feeding changes your capacity to survive. The 1600×1200 field zooms out at 180 / 400 / 900 / 1800 mass. Race targets: 2000 / 3500 / 5500. Timed rounds: 90 / 150 / 210 seconds. Endless ends only when you can no longer sustain yourself. Double rings grant 6s immunity, slashes grant 7s haste, crosses cause 7s poison. Shields suppress poison damage. Spikes damage integrity and mass. Rivals feed and grow, with chase, escape, sprint and circling behaviours. Splitting covers more food but each part feeds according to its own mass. Feasts are shown on the minimap. Original game rules.
离开场地、切换页面或按 Esc 会暂停;返回后自行继续。简化动效时保留必要游戏运动,省略喷屑与回响;可开启慢速练习。空间操作与反应要求仍然存在。Leaving the arena, switching pages or Esc pauses play; resume explicitly. Reduced motion keeps essential play movement but removes particles and echoes. Slow practice is available. Spatial input and reactions are still required.
自生实验室Selfborn Lab
自主性原理 · 正气存内,邪不可干Autonomy · Internal reserves sustain protection
从不同流派出发,长成自己的一套护卫系统。Start with a build. Grow your own defensive system.
长出哪种新结构?What will you grow?
已暂停。选一个,继续这一局。Paused. Pick one to keep going.
按住拖动,如摇杆移动;方向键 / WASD 也可。Q 急行消耗20储备,E 调息会短暂停步停攻。成长暂停后三选一,可换一组两次;精英补给另有三选一。Drag like a joystick; arrows / WASD also work. Q: Dash costs 20 reserve. E: Rest briefly pauses movement and attacks. Growth pauses for three choices; reroll twice per run. Elite supplies offer a separate choice.
玩法与原理Play & principle
自主性原理。以‘正气存内,邪不可干’作为游戏意象:储备≥65持续积累最多三层护卫,每层受击花费12储备将当次伤害降至28%;它不是无限无敌。起始有环卫、共振、飞针三流派。九类结构各三级:环卫、触须、再生膜、孢子、酶池、纤毛、飞针、回旋叶、生根域。两种结构各二级形成护生环、蔓延、回生、针雨、生生林五组实际功能组合。场地随机出现补养、防护与增幅点;精英留下补给,可修复补养、收取养分并增幅,或削弱来袭并补满护卫。七类来袭包括锁定预警的冲锋、范围示警的精英、远程投射与分裂体。探索180秒、挑战240秒、极限300秒;末段出现终潮首领,存活到时且化解首领才能完成,最多有45秒宽限。守护核心模式还须照顾场中央核心。调息1.6秒补养,期间停攻,冷却18秒。游戏只表达自我维持的侧面,不作医学模拟。Autonomy, expressed as reserve-dependent protection. Reserves ≥65 build up to three guards. Each spends 12 reserve to reduce one hit to 28%; this is finite protection. Start with Orbit, Pulse or Needles. Nine structures have three levels: guards, tendrils, membrane, spores, enzymes, cilia, needles, returning leaves and root fields. Five level-two pairs create functional combos. Random sites replenish, shield or amplify. Elite supplies offer repair, gathering with amplification, or field damage with full guards. Seven threat types include warned chargers, marked elite blasts, ranged shots and splitters. Survive 180 / 240 / 300 seconds and clear the final elite, with up to 45s overtime. Core mode also requires protecting the central core. Rest takes 1.6s and pauses attacks, with an 18s cooldown. A self-maintenance metaphor, not a medical simulation.
离开场地、切换页面或按 Esc 会暂停;返回后自行继续。简化动效时保留必要游戏运动,省略喷屑与回响;可开启慢速练习。空间操作与反应要求仍然存在。Leaving the arena, switching pages or Esc pauses play; resume explicitly. Reduced motion keeps essential play movement but removes particles and echoes. Slow practice is available. Spatial input and reactions are still required.
合璧实验室Union Lab
元整体原理 · 两端共用一个支撑与重心Meta-wholeness · Both ends share one support system
拖动落脚,一步步带整个身体走过变化的地形。Place each foot and bring the whole body across changing terrain.
长出哪种新结构?What will you grow?
已暂停。选一个,继续这一局。Paused. Pick one to keep going.
同心踏行:拖到前方平台,松手迈步。方向键或落点按钮调整目标,空格 / 落脚提交。两脚交替,单步以支撑脚为圆心,伸展最多185,弹跳步245。也可选原环体穿行模式。Linked steps: drag onto the next platform and release. Arrows or aim buttons adjust the target; Space / Step commits. Alternate feet within 185 of the supporting foot, or 245 after a spring. The original orbit course is also selectable.
玩法与原理Play & principle
元整体原理。每次只能移动一只脚,另一只脚构成共同支撑;身体位置、步幅和下一步由整个双端结构决定。同心踏行有18 / 26 / 34个平台,包含稳固台、横向移动台、起伏台、2.8秒后崩解的易碎台和增加下一步范围的弹簧台;后段有摆动障碍与风向变化。收集星点、保持连步可提高得分,每六段设检查点,落空消耗一次机会并退回检查点,机会4 / 3 / 2次。两脚都到最后平台才完成。原环体穿行仍保留16 / 24 / 32关、双端整体旋转与连过奖励。两种玩法分别探索整体支撑与整体姿态;立体弹球列为元整体的后续候选。Meta-wholeness. Move one foot while the other supports the shared body. Body position, reach and the next move are determined by the whole linked structure. Linked steps has 18 / 26 / 34 platforms: solid, moving, rising, brittle (2.8s), and springs extending the next step. Later sections add swinging obstacles and changing wind. Stars and clean step chains increase score. Checkpoints occur every six platforms; missing a step spends one of 4 / 3 / 2 chances and returns to the checkpoint. Both feet must reach the last platform. Orbit retains its original 16 / 24 / 32 gates and linked rotation. These explore whole-body support and orientation. A tilted pinball course is a future alternative for this principle.
离开场地、切换页面或按 Esc 会暂停;返回后自行继续。简化动效时保留必要游戏运动,省略喷屑与回响;可开启慢速练习。空间操作与反应要求仍然存在。Leaving the arena, switching pages or Esc pauses play; resume explicitly. Reduced motion keeps essential play movement but removes particles and echoes. Slow practice is available. Spatial input and reactions are still required.