Player Cell

Player Cell

The cell you control directly. It's crowned in gold — the only cell in your colony that wears one. Move it with touch or keyboard.

The player cell can never be destroyed or removed from the colony, even if it turns sick or faulty. Its health visuals change to reflect its state, but it stays alive no matter what.

ColorGreen #00cc77
CrownGold — unique to player
InvincibleYes — cannot be removed

Colony Cell

Colony Cell

Every cell that splits from your player cell becomes a secondary colony cell. They drift toward you and generate DNA passively. The more you have, the faster you earn.

Secondary cells can be sick, faulty, or healthy. They die when faulty health reaches zero and are removed from the colony. Game over triggers when all secondary cells are gone after the colony previously grew past 1.

DNA Rate+0.01 per cell / sec
Colony Cap1,024 cells
No CrownDistinguishes from player

Sick Cell

Sick Cell

A cell turns sick (yellow-amber glow) when a faulty cell is within 3 units of it for any length of time. Sickness is not immediately fatal — it's a warning that you need to react.

After 60 continuous seconds of exposure the sick cell rolls a 50/50: it either turns fully faulty, or recovers. If the nearby faulty cell dies or moves away, the sick timer drains at half speed and the cell slowly heals.

ColorYellow — RGB(1, 0.85, 0)
Infection Radius3.0 units
Time to Convert60 s (120 s with Resistance)
Recovery Rate0.5× drain when safe

Faulty Cell

Faulty Cell

40% of all newly split cells are born faulty. They glow orange and pulse with an urgent warning. A faulty cell cannot recover — it will die in 120 seconds, but not before spreading disease.

After a 20-second warmup the faulty cell begins infecting healthy cells within 3 units, turning them sick. If you're not careful, a single faulty cell can trigger a cascade that wipes out your entire colony.

ColorOrange pulse — RGB(1, 0.45–0.55, 0)
Born Faulty40% of new cells
Lifespan120 seconds
Spread Warmup20 s before spreading
Infection Radius3.0 units

Enemy Organism

Enemy Organism

Orange enemy organisms wander the 78-unit radius world with smooth random movement. They avoid boundaries but otherwise roam freely. The world starts with 12 enemies and replenishes up to 20.

To capture an enemy, move your player cell so the enemy enters your capture ring and stays inside for a continuous 5 seconds. A progress indicator shows on the enemy. If contact breaks, the timer resets. On success the organism joins your colony permanently.

ColorOrange #dd5500
World78-unit radius disc
Capture RingcellRadius × 3
Hold Time5 continuous seconds
Starting Count12 / max 20

T-Cell

T-Cell

T-Cells are special blue defensive cells produced by the antibody system. They carry a visible shield ring and are tasked with neutralising faulty and virally-infected cells. They are distinguishable by their blue glow and visible circular shield.

With the T-Cell Permeation talent (Tier 2), T-Cells pass through the rest of your colony instead of being blocked by cell separation physics — allowing them to reach targets faster.

ColorBlue #0055ff
Shield Ring#0088ff — visible marker
TalentT-Cell Permeation — 80 DNA

Splitting & Talent Tree

When DNA hits the split threshold every cell divides simultaneously, using a staggered 0–2.5 s mitosis animation. The threshold grows ×3 each split: 10 → 30 → 90 → 270 … so growth accelerates then naturally caps.

Spend DNA on permanent passive upgrades once your colony is established:

Tier 1

Cellular Resistance

Sick-to-faulty conversion time doubles — 60 s becomes 120 s. Buys critical reaction time during outbreaks.

50 DNA · Req: 20 cells
Tier 2

T-Cell Permeation

T-Cells pass through the colony instead of being blocked by cell separation — reach targets faster.

80 DNA · Req: T1
Tier 2

Rapid Antibody

Antibody learn time multiplier halved — antibodies adapt to new threats twice as quickly.

80 DNA · Req: T1
First Split10 DNA
Threshold Growth×3 each split
Colony Cap1,024 cells