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Gameplay

Spindrift has maybe five rules, and every one of them compounds. This page is the whole rulebook.

Momentum is the game​

Your ship obeys drift physics. Thrust (↑) adds velocity in whatever direction the nose points; rotation (← and →) turns the nose without changing your motion; and there are no brakes. The ship keeps drifting until you turn around and thrust against your own momentum. Every burst of speed is a debt your future self repays in counter-thrust. Learning to fly Spindrift is mostly learning to want less speed.

Rocks split​

Shooting a rock does not remove it; it subdivides it. Big rocks break into smaller rocks, those break into smaller ones still, and only the smallest vanish outright when hit. The practical consequences:

  • Every shot at a big rock increases the number of objects on screen.
  • Smaller rocks are faster and worth more; danger and value rise together.
  • Clearing the field is a controlled demolition, not a spray. Tips has the technique.

Saucers​

Saucers cross the field and shoot at you. The large saucer is casual about it; the small saucer is worth five times more and is considerably less casual. Either way, a saucer changes your priorities instantly: rocks drift predictably, saucers aim.

Scoring​

TargetPoints
Big rock20
Medium rock50
Small rock100
Large saucer200
Small saucer1,000

Two more numbers matter:

  • Bonus ship at 10,000 points. An extra ship for consistent play, and a real milestone the first time you reach it.
  • HI score. Your best run, kept persistently in your browser, sitting at the top of the screen like a dare.

Note the economics: small targets pay best. A small rock outscores a big one five to one, and a small saucer pays as much as fifty big rocks. The game pays you the most for handling exactly the things most eager to kill you.

Hyperspace​

Shift teleports the ship to a random location, instantly. It is the escape hatch for when a collision is otherwise certain, and it is genuinely risky, because you can rematerialize somewhere worse: in a rock's path, beside a saucer, or right in the crossfire. Use it when the alternative is definitely dying, accept the coin flip, and never build a plan around it.

A run, in practice​

Early waves reward patience: pick rocks apart methodically while barely moving. Mid-run, saucers force you to travel, which spends your safety margin. The late run is pure triage: small fast rocks everywhere, saucers lining up shots, and a bonus ship somewhere past the next thousand points if you can stay alive long enough to collect it.