Spread, convert, own the grid.
One move spreads your swarm, and every enemy node it lands beside flips to your side. 106 levels, eight sectors, eight bosses — and a duel for two on one phone.
NANOBOT SWARM is a turn-based territory game about reading a board, not out-tapping it. Tap one of your nodes, tap where it goes, and every enemy node touching the landing square flips to your color. Nothing here is a reflex test. The grid belongs to whoever holds it when the last empty square closes.
TWO MOVES, ONE RULE
Clone one square and the parent stays — you are two nodes where you were one. Jump two squares and the parent is gone — you have covered ground and left something behind. That single trade is the whole game, and every level below is it pointed at one idea at a time.
106 LEVELS, EIGHT SECTORS
Each sector is one rogue swarm, and the ladder up to it is the same in all eight so you learn its rhythm once. Convert a cluster in a single move. Purge a frozen swarm inside a move budget. Reach every marked cell before the budget runs out. Then skirmish, hold ground, and duel the boss on a crop of its own board before you face it whole.
MASTERY — 42 MORE, PAST THE BOSSES
Beat a sector from three onward and seven optional levels open behind it. They gate nothing; the next sector was already yours. They are the rematch where the swarm has learned, the comeback from a node down, the long match where it opens. Take them when you want them.
EIGHT OPPONENTS WITH FACES
Drift wanders. Glint grabs. Latch holds a perimeter. Each one has its own board, its own color, its own way of taking a node from you, and a briefing card that tells you what it does before you commit.
LOCAL DUEL
Pass-and-play on one device. Two people, no AI, no clock, fresh boards every time.
WHAT MAKES IT TICK
• A board that sits in open space — nebula, dust, and a crowd of nanobots that cheers as the pressure rises
• Captures that cascade: the captive flares, sparks throw, and a big sweep pulses the whole rim
• A silent attract loop on the title screen that is a real match, played for real
• A briefing before every level: the goal, the constraints, and what three stars costs
• Nine timed drills in the late sectors — everything else takes as long as you take
• Configurable music, sound and haptics, each its own switch
DESIGNED FOR ONE-HANDED PLAY
Portrait only. Compact HUD. Big tap targets. Built for short, focused sessions on the train, in the line, before bed.
PLAYS OFFLINE
No accounts, no sign-in, no servers keeping score. Your progress lives on your device.
Made with care by Archivium Labs.
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