FIELD MANUAL

How to play

Prepare firstA new campaign begins in the Bio-Shop with 500 spendable Bio-Score. Buy and equip one attack and one defense before Level 1.
Launch & fireYour first left click or tap launches a Squiggle. After the swarm is active, left click or tap fires your loaded main gun. Space releases all remaining Squiggles.
Living teamworkSquiggles team throw, form homing strike packs, perform swarm lances, and rescue endangered teammates.
Targeted powersRight-click an enemy to fire the equipped attack power at that exact target. A still works and uses the current crosshair. Tap the large A button on mobile, then tap a target.
Real defensesPress D or tap the large D button to activate the equipped shield, seal, net, paddle, or other protection for its configured duration.
Main gunsEach shop visit rolls a modest procedural gun selection. Guns have limited ammunition, all remaining ammo clears when the round ends, and buying a gun again fully reloads it.
ScoringYellow cells, nuclei, distinct immune threats, power cells, and pinball bumpers award points. All values are adjustable in Game Options.
Clear RushAfter the nucleus, its differently behaved immune defenders, and all yellow cells rupture, the drain becomes a scoring vortex. Every surviving Squiggle joins a fast, escalating evacuation combo.
CampaignEvery cleared level returns to the categorized Bio-Shop so the main gun may be restocked. Multiple distinct threats defend each round, every tenth level is a boss, and Level 100 reveals what the swarm has really accomplished.

SIMULATION SUSPENDED

Paused

LABORATORY CONTROL

Game options

All gameplay systems are configurable.

BIO-ARSENAL

Inventory & loadout

CAPACITY0 / 20
ATTACK CHANGEAVAILABLE
DEFENSE CHANGEAVAILABLE

Choose one attack and one defense before launching.

LEVEL COMPLETE

The bloodstream is quiet

ROUND SCORE0

PREPARE THE SWARM

The Bio-Shop

BIO-SCORE0
INVENTORY0 / 20
NEXT SECTOR1–10
FIRST VISIT TRAINING Buy and equip one attack and one defense, then choose a procedural main gun. Left click/tap fires the gun after launch, right click/A targets the attack, and D activates defense.
1CHOOSE A GUNBuying a gun equips it and loads its limited ammo for the next round.
2PREPARE POWERSEquip one targeted attack and one timed defense.
3ENTERGun ammo clears after the round; unused power charges remain.
EQUIPPED MAIN GUN — LEFT CLICK / TAPNo gun loaded0 shots ready
EQUIPPED ATTACK — RIGHT CLICK / ANone selected0 charges owned
EQUIPPED DEFENSE — DNone selected0 charges owned

The shop is organized into Main Guns, Targeted Attacks, and Defenses. Main guns are procedurally stocked for this round and intentionally carry very limited ammo.

LOCAL SPECIMEN STORAGE

Infected Archive

STORED SPECIMENS0
No specimen selected.

LEVEL 100 COMPLETE — CONTAINMENT FAILED

GAME OVER

SQ-UNKNOWN
UNKNOWNUnnamed Infected
CAMPAIGN SCORE0
ANCIENT SCORE

SAVE THIS FILE. This specimen JSON is intended for future use in Just Another Day and may be shared or re-imported later.

Open Just Another Day
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