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Sequence Slayer begins with a simple act: watch a sequence of runes light up, then repeat it. Combat adds a second demand — reverse that same sequence to defend. Everything above that, from dungeon floors to ranked duels, is pressure applied to those two acts.
- Platform
- Android
- Board sizes
- 3×3 to 6×6
- Modes
- Five, plus the Daily Dungeon
- Status
- Release in preparation
Core loop
Each round the board plays a sequence one glyph longer than the last. You reproduce it from memory. Score follows both accuracy and speed, so a fast clean recall beats a hesitant one.
Attack and defence
In combat a round has two halves. The forward repeat is your attack. The same sequence reversed is your defence, and a perfect reversal blocks the incoming hit completely. Missing runes costs health; reaching zero ends the run.
Modes
Training
Endless rounds at a grid size and difficulty you choose, with an anomaly arriving every fifth round. The place to warm up or chase a personal best.
Campaign
A roguelike descent through generated floors, with equipment, loot and permanent death.
Story
Five chapters of hand-built maps with authored encounters and dialogue.
Casual Versus
Head-to-head duels on a shared seed. Host, join, or take a quick match.
Ranked Arena
Competitive duels for rating points, league placement and leaderboard position.
Campaign
Campaign floors are generated rather than memorised. You move node to node through fog of war, turning over monsters, treasure, locked caches and rest sites on the way to the boss that guards the stairs down.
Floor themes rotate through stone crypts, ember halls, jade caverns, obsidian depths and frost sanctums. A run is a single life: there are no checkpoints, and the deeper you reach the more it is worth.
Story
Alongside the generated dungeons runs a hand-written campaign of five chapters, each with its own maps, encounters and characters. Nothing is randomised, there is no fog of war and no loot — just the road the designers laid. Bosses close chapters rather than merely gating the next floor.
Bestiary
Fifty creatures, ten to a biome. The in-game codex fills in as you meet them — each entry unlocks on your first encounter, along with a line of lore for that creature.
Creature identity does not carry its own stat block: a foe's numbers come from the depth you meet it at and the modifiers rolled onto its name, so the same skeleton is a very different problem on Depth 1 and Depth 7. Names are assembled from a prefix, the creature, and a suffix — which is how you end up fighting a Corrupted Ghoul of Agony rather than a ghoul.
Stone Crypt — undead and tomb
Skeleton · Revenant · Lich · Ghoul · Mummy · Wight · Banshee · Necromancer · Gravewarden · Cryptknight
Ember Halls — fire and demon
Fiend · Golem · Gargoyle · Imp · Hellhound · Salamander · Emberdrake · Cinderbeast · Ashfiend · Infernalknight
Jade Caverns — beasts, insects and growing things
Spider · Serpent · Crawler · Stalker · Mantis · Scorpion · Basilisk · Treefolk · Sporefiend · Vinehorror
Obsidian Depths — eldritch, void and shadow
Shade · Watcher · Aberration · Voidstrider · Nightmare · Shadowfiend · Voidspawn · Dreadeye · Eclipsehound · Nullhorror
Frost Sanctum — ice and cold
Wraith · Phantom · Yeti · Wendigo · Icewyrm · Frostgolem · Snowfiend · Glacialhorror · Frostling · Frostbeast
Anomalies
Every so often the rules bend for a round. Playback may run in reverse, decoy glyphs may join the real ones, tiles may vanish after they flash or quietly swap places, the tempo may refuse to settle, or the sound may drop out entirely. Recognising which anomaly you are in is half of surviving it.
Equipment and backpack
Weapons, armour and trinkets drop across rarity tiers throughout a run. A drop is stowed in your pack rather than worn immediately — you equip it at the next rest site, which is also where you choose between recovering health and training for a stat boost.
Backpack space is limited, so a run is shaped as much by what you leave behind as by what you carry.
Competition
Duels run both players on the same seed, so both sides face an identical sequence and a win is a memory win and nothing else. Ranked matchmaking pairs you against other players; the ladder around you also carries a seeded roster of house rivals, so the board is never empty while the population grows.
Daily Dungeon
One attempt per day on a seed every player shares. It is a recurring challenge rather than a sixth mode — the same descent for everyone, with no retries.
FAQ
Is it out yet?
Not yet. The Android release is in preparation; this page will link the store listing when it goes live.
Do I need an internet connection?
An account and connection are used for progress sync, leaderboards and duels.
Can I delete my account?
Yes — from inside the app, or through the account deletion page.