Endless Grid
Fuse until no column can take another charge, then relight the grid once with Joules.
Tap a column to drop a glowing charge. Land it beside its twins and they fuse into something bigger, with lightning leaping between them.
Arcspire is played one tap at a time on a five-column grid. The thinking happens between taps.
Tap a column and the charge in hand falls to the lowest free socket. The next charge is always on show.
It swallows every touching charge of the same value and climbs one level per charge: three 8s make a 32.
Fused charges fall and meet new neighbours. Each link of a chain scores more than the last.
Four links from one drop Overcharge the grid. Forge a 64 or higher and a beacon lights.
Room to plan and build long chains.
Insulator blocks start rising from the bottom row.
Insulators rise twice as often and false flashes blind the sky.
Fuse until no column can take another charge, then relight the grid once with Joules.
A sixty-second sprint where every fusion buys back a second.
The same order of charges for everyone that day, a daily reward and a streak with chests on day three and seven.
Every new charge from 16 upward answers a Tesla Coil, which joins your collection with a Joule bounty. Joules earned on the grid pay for everything in the Bazaar.
Three fresh errands every day, a run log in the Almanac and a rank that grows with every fusion you have ever made.