◆ Little Black Hole
Vaporises every ordinary enemy. Elites and the Tyrant take heavy damage instead, and every shard and chest on the field comes to you. 10,000
Free · browser · no download
Your weapons fire themselves. Your only job is where to stand. Survive twenty minutes against a swarm that gets smarter the tighter it packs — alone, or with a friend on the same screen.
Works on phones, tablets and desktop. No account, no ads, no in‑app anything.
Every weapon in Neon Hive shoots on its own. That sounds like it plays itself — it does the opposite. With the trigger taken away, the only thing left is positioning, and the game is built to punish a player who stands still.
Kills drop shards. Shards level you up. Each level offers three augments and you can only ever carry six weapons and six passives, so every pick spends a slot you cannot get back. Spreading thin is how runs die at minute fourteen.
Dying still pays. Every run banks cores, spent in the Hangar on permanent upgrades, and three more characters unlock through play. The next run starts stronger than the last one did.
Every pixel is drawn procedurally at runtime — there is not one image file in the game.






Let too many small bugs bunch into one place and they fuse. Fourteen of them inside a small radius start dragging toward a common centre, glowing brighter as they close, and a second later what stands up is a single Amalgam carrying their combined health.
The pull‑in is a telegraph, not a cutscene. Every bug in it stays killable the whole way, and thinning the cluster collapses the merge and scatters the survivors. A dense swarm becomes a question you answer in about a second: burst it now, or fight what it becomes.
Every base enemy has one, earned by bunching up with its own kind. A Swarmer crowd becomes Ravagers that split on death; Splitters become Cascaders that split into splitters.
The Chimera needs three different evolved kinds together — variety, not volume. The Coil needs three Amalgams, and it does not chase you. It cuts you off, dragging a solid trail behind it.
Three Chimeras or four Coils collapse into a singularity. If you have let it get this far, that is a sentence about how the last five minutes went.
The harder difficulty does not add bodies — it changes composition and intelligence. Evolutions arrive at half the clock, enemies hit harder, and evolved types get real behaviour: they lead your movement, flank, orbit and withdraw when hurt.
The Coil turns cobra. It stalks a ring, rears back for a visible, audible 0.45 seconds, then lunges at three times its speed with its aim locked at launch — so it can be sidestepped by a player who reads the tell, and only by that player. Miss, and it spends nearly a second recovering while taking extra damage.
Same room: grab a second controller, share a keyboard, or hand someone half your phone. Stay near each other and you share one camera; drift apart and it splits into two panes, locking the layout so it cannot flip about while you fight.
Different rooms: pick a three‑letter call sign, hit HOST, and read the four‑letter code to a friend. They type it in, a countdown runs on both screens, and you drop into the same run.
There is no game server. The two browsers talk directly to each other, sending only what each player is doing — a few bytes a frame rather than six hundred enemies. Both machines run the whole simulation and stay in step, which is why it costs nothing to run and why nobody is ever “the host” in the sense that matters.
Level‑ups never pause anything online: your three choices appear as a small strip while the fight carries on around you. And going down means bleeding out, not dying — your partner has a window to reach you.
Max out every Hangar upgrade and the Armoury opens: six one‑shot items you carry into a run and trigger by hand. The first decisions the game asks for outside of a build.
Vaporises every ordinary enemy. Elites and the Tyrant take heavy damage instead, and every shard and chest on the field comes to you. 10,000
Arm it, and the hit that would have killed you revives you at full health instead. 8,000
Every kill pays double cores for twenty‑five seconds. 6,000
A ghost hull drops nearby and pulls the swarm onto it for five seconds, or until it is shot apart. 5,000
Freezes every non‑boss enemy solid for six seconds. Frozen enemies take double damage. 4,000
Doubles the fire rate of everything you carry for twelve seconds. 3,000
You are Te’ariki, and the run opens with your squad holding station outside the drift — six hulls, each drawn in its owner’s colours — before you fly in alone.
Sejaydez commands. Haizen runs ordnance, Ivyson reads the sensors, Blessing handles medical. They talk to you across the whole twenty minutes, over comms, without ever stopping the fight.
And Einolia is helpful. A little too well‑informed about a corridor nobody has surveyed, and oddly keen on where you should not look. The reveal waits until the Tyrant is dead.
She is in the opening line‑up, sitting slightly apart from the formation. Nobody mentions it. You will only notice the second time.
Take a weapon to level 8, max its paired passive, and the next level‑up offers a transformed version. Eight of them, and you will not see them all in one run.
| Weapon | Pairs with | Becomes |
|---|---|---|
| Plasma Bolt | Reactor | Plasma Storm — homing, piercing, detonating |
| Shock Coil | Coolant | Tesla Cascade — chains eight deep, stuns every link |
| Pulse Wave | Optics | Nova Field — erupts outward, huge knockback |
| Nanite Swarm | Ammo Loop | Nanite Cloud — a double ring of drones |
| Rail Lance | Servos | Rail Storm — three lances that split on impact |
| Orbital Beam | Reactor | Annihilator — three beams, burning craters |
| Mine Layer | Plating | Cluster Mines — mines that scatter more mines |
| Cryo Field | Magnet | Absolute Zero — freezes solid; frozen bugs take double |
Each specialist gets a scripted introduction on its own before it joins the general mix — so you meet it once in isolation, rather than discovering it inside a wall of forty other things.
Latches on and drains until killed. Running does nothing at all.
Bubbles everything near it. Ignore it and the whole pack is unkillable.
Untargetable while under, surfaces beneath you. Punishes standing still.
A walking bomb with a visible fuse. Kill it at range or wear the blast.
Leaves slowing webs that outlive it. Denies ground even after it dies.
Above them: Brood Mothers that spawn swarmers and drop chests, and the Hive Tyrant, which lands at 20:00. Kill it and you have cleared the run.
There is also something hidden out at the edge of the map. It is not announced anywhere, and this page is not going to announce it either.
Built for phones first, but it does not assume one.
| Keyboard | Gamepad | Touch | |
|---|---|---|---|
| Player 1 | WASD | Pad 1 | Left half of the screen |
| Player 2 | Arrows or IJKL | Pad 2 | Right half of the screen |
Solo is unchanged by any of this — player one answers to both key sets, either pad, and the whole screen. Esc pauses, 1–3 pick a level‑up card.
Neon Hive is a web app, so you can install it to your home screen and it will run offline afterwards. On iPhone: Share, then Add to Home Screen. On Android: the browser menu, then Install app.
The zip is the whole game as static files — the same thing this page links to. It runs from any web server, or from itch.io.
The longest runs anyone has posted. Your call sign is the three letters you set in the game — leave a run and it lands here on its own.
| # | Pilot | Lasted | Level | Kills |
|---|---|---|---|---|
| Loading… | ||||
Scores are posted by the game in your browser, so treat this as a wall of fame rather than a competitive ladder — anything obviously impossible is rejected, but an honest ranking is not something a game running on your own machine can promise. You can turn posting off in Settings.