A brick-built action epic for iOS

BRICKBOTS

Build like an architect. Fight like a duelist.
Read the source code of everything you loot.

Five lands. One rival who learns everything you learn.
And at the very end — a button the game hopes you won't press.

01 The Game

Brickbots: Undeleted is three games that refuse to stay separate: a free-form brick builder, a souls-slow combat game with parries and poise, and a reading game where the rarest loot is literate source code you inject into your base to make it real.

⬛ Build

Every world is an open brick lattice. Raise walls, towers, machines, whole towns — brick by brick or stamped from blueprints. Building is never locked, never interrupted, never taxed. It is the verb the whole game speaks.

⚔ Fight

Combat is deliberate and readable: every enemy telegraphs, every swing can be parried, rolled, or blocked, and a perfect read opens an execution window. Forgiving on paper. Demanding in the hands.

📖 Read

The machines of this world run on a Manuscript — real, commented source code. Recover its pages, read them like a book, and inject them into your Spark to unlock what they describe. The logic is the loot.

No difficulty settings. The game's rival scales by copying you — your weapons, your shield, your upgrades. A stronger you is a stronger him. The mirror is the difficulty slider.

02 The Story (spoiler-safe)

You wake on Homestead Plains — a fresh render of the Manuscript, with a Spark, a toolbox, and no memory of why. You build. You survive the Rust. You grow strong.

Then you clear your second land, and a transmission arrives on a card that glitches like your own interface:

"Hello, Builder. Your Spark is a good teacher."

"Thank you for the lessons."

— UNKNOWN SENDER

Someone has taken your home. Someone with your frame, your mechanics, and your Spark — because he has been hacking everything you own and learning everything you learn. The campaign is the collision: five hand-authored lands, three duels against a rival who parries what you parry and shields what you shield, a manuscript scattered across a highland, a road set on fire to slow you down, and a truth at the end of the world that no wall can keep out.

The player never speaks. Your buildings are your dialogue — and late in the story, someone reads them back to you. The quest log is your inner voice, and near the end it stops being sure of itself. The last button in the game is a choice, and it is re-choosable only at the moment it was made.

03 Characters

The Builder you

A fresh render of the Manuscript. Symmetric, bright, factory-new — the only thing on the planet without a scratch, until the planet notices. Speaks exactly zero lines in the whole game; says everything with what it builds.

  • Rolls with honest i-frames
  • Halo-style regenerating shield
  • Arms that morph into weapons
  • Jetpack — and, later, real flight

Archi Tack the rival

The only other two-legged machine in the world — because his frame is your frame. One shoulder is hand-repaired and mismatched: nothing about him is factory-fresh, because he maintains himself, and everyone else. He wants your Spark, your tech, your knowledge. He is not lying when he says why.

  • Fights with your exact mechanics
  • His shield is your shield capacity, to the point
  • Learns more of your kit every duel
  • Never says a false word — re-read him after the ending

The Rust the wild

Broken machines that attack forever and cannot be reasoned with. Thirteen archetypes, each one designed to punish a specific habit: the Prowler teaches the parry, the Skitter punishes no-splash, the Spitter arcs over the wall you thought was enough. Camps of them hold every land — clearing them is always a choice, never a toll.

  • Every attack telegraphed before it lands
  • Bosses: plated, phased, learnable
  • Wave sieges against your own base

04 Combat

Third-person, souls-like, forgiving. Every defensive verb is a timing question, and every timing question is telegraphed.

The parry

Tap L1 as a telegraphed swing lands. Any deflect inside the guard window works — but the perfect read staggers the attacker, slows the world for two full seconds, and opens the riposte: an invulnerable execution animation on R1. Your shield bubble is the timing surface — watch the swing meet the field.

The block

Hold L1 to brace. Blocked hits chip for 30% and spend stamina — and an exhausted guard is crushed straight through. A well-timed block flows into R1/R2 counters.

The roll

X somersaults with real invulnerability frames and boot thrusters. Slams — telegraphed in red — ignore the parry entirely: roll them or eat them.

The samurai charge

Hold R1 to sheathe into a knees-bent stalk. Release for a heavy draw-cut. Miss, and you are wide open for 0.3 seconds — exactly long enough to regret it.

The read: a closing ring, a shrinking window, one tap. Practice it safely in the Training Range — a sparring partner that can't be destroyed, and can't win.

The three meters

🛡 Shield

60 base capacity, regenerating after 4s (upgradeable to 2s). Soaks damage before your hull — and overflow hits the hull at ×1.3, because the field is armour and the hull is you. Invisible except at parries and impacts: thin electric arcs, never a painted ball.

⚡ Stamina

Swings cost 14, charged releases 22, sprint drains 7/s. Parries and ripostes are always free — defensive reads never starve. At empty, attacks gate but the roll survives on a doubled cooldown. Punishing; still forgiving.

🔥 Heat

Every firearm runs on one heat ceiling. Sustained fire buys a forced cooldown; harsher lands multiply accumulation (never venting — your engineering is your own). Late-game gear can line your pipes against the worst air on the planet.

Every land past the first tightens the air: more weapon heat, thinner stamina. The world itself is a difficulty curve you can see on the map.

05 The Manuscript the learning loop

Brickbots' rarest loot is readable source code — real, commented, honest excerpts of the code the game actually runs. Find a page, and you can read it like a book. Inject it at your Spark, and it becomes real.

bunker/taunt.swift · recovered page
/// How an enemy chooses which defense to hit. The rule fits
/// in a sentence: a threat is eligible if it stands inside
/// your attack range or inside its own taunt reach, and the
/// one that feels nearest — distance minus taunt — wins.
/// The subtraction is the whole trick: a bunker fourteen
/// studs away feels like it is standing on the enemy's foot,
/// which is exactly what a bunker is for.
let pull = distance - threat.tauntStuds * pitch
if best == nil || pull < best!.pull { best = (threat, pull) }

The comments teach the logic, not the syntax — why turrets overheat, why the sentry walks home, why enemies hit walls. Reading is never homework: injection only asks that the pages are in hand. But a player who read the turret's file already knows where to place it — and a kid who read all nine has quietly learned how game AI is written.

Later, a second library appears: the combat archive — annotated pages about your own systems, in someone else's handwriting. Collecting a discipline's fragments fits a permanent stat; completing it unlocks a build:

BuildPassiveStat
OverwatchKills vent 25% heat; overheats cool 40% faster+12% ranged damage
MomentumLanded hits refund half their stamina; whiffs refund nothing+15% poise damage
DuelistPerfect parry restores 30% shield; ripostes +25%+10% stamina capacity
BulwarkBlocked chip halved; blocks never delay shield regen+20% shield capacity

One build active at a time. "None" is a valid choice. No trees, no respec tax — just one passive, one stat, and a decision.

06 Defenses & Building

Your base fights back. Plant automated defenses anywhere there's open level ground — they hold their wounds between sessions, and destroyed means planting again at full price. Cover you hesitate to buy is cover you die without.

Bunker

Health900
Cost120 scrap
Taunt14 studs

Does nothing — and that is the design. The loudest taunt on the board makes enemies spend their swings on architecture while your turrets spend bolts on enemies.

Turret

Health260
Cost200 scrap
Range20 studs · a bolt every 0.55s

A gun with a budget: per-bolt heat against the same ceiling your own weapon lives by. Two cheap turrets covering each other beat one expensive one — the pause is the reason.

Sentry

Health200
Cost160 scrap
Notice / leash12 / 20 studs

Walks a slow circle around its post, closes on intruders, strikes with a wound-up blow — and the leash always wins. A sentry defends a place, not a grudge.

Shoot out a support and everything above it comes apart, brick by brick. Nothing here is scripted rubble — it is the same lattice you built, losing an argument with gravity. Drag to look around.

And under it all, the builder's game: an unbounded brick lattice, streamed in chunks, with collapse physics, blueprints, buildable vehicles, a programmable bot — and a world that saves every brick, per land. Waves mode turns your own base into the objective; camps and bosses never lock building, ever.

07 Arsenal

Firearms cycle with Ⓨ — your arm morphs into them

ClassDiscipline
BeamContinuous cutting laser. Hold it on target; it heats fast.
PulseSemi-automatic bolts. One shot per pull — trigger discipline.
RepeaterAutomatic laser. Low damage per bolt, heats fast, forgives nothing.
MarksmanSlow, heavy, precise. One-shots early Rust; punishes a missed lead.

Melee the off-hand

ClassDiscipline
BladeFast three-step chains, wide arcs, running and roll attacks.
HammerSlow, enormous poise damage — the stance-breaker.
Rocket PunchNo weapon at all: your fist, launched. Its whiff story belongs to the projectile.

Weapon swaps are a one-second shapeshift — your arm collapses, re-forms, and springs into the new weapon, even mid-walk. Preview any of it in the Spark Center's fitting room.

08 How to Play

Controller map

Ⓛ𝟙 tap / holdParry / Block
Ⓡ𝟙 tap / holdMelee chain / Samurai charge
Ⓡ𝟚Heavy attack · two-handed stance
ⓁⓉ + ⓇⓉAim + fire
Roll (i-frames)
Cycle weapon (morph)
ⓇⓈ clickLock-on · flick to switch targets
✚ upGrenade
✚ leftDrink a Spark Cell (heal 40%)
✚ rightMelee stance toggle
SELECTBuild ⇄ Combat
Ⓐ hold, at the doorEnter the Spark Center

Full touch controls mirror everything; the game auto-switches the moment a pad connects or drops.

Your first hour

  1. Build something. Anything. The toolbox is open from second one, and the world saves every brick.
  2. Visit the Training Range (Settings → Training) — learn the roll, the parry, and the perfect parry against a sparring bot that can't be destroyed, and can't win.
  3. Plant your Spark and arm a wave. Watch where the Rust walks — they path like a promise, so you can build against them.
  4. Clear a camp. Approach the smoke column, pick your fight, and mind the leash: they heal the moment they walk home. Clear all four and the sky unlocks.
  5. Fly the border. Push against a shore with the stick out to sea, hold for a breath — and cross into a land with hills, thin air, and a reason you'll discover for yourself.

The Spark Center

Your command building: armory and fitting room, upgrades bench, skins, training, the world chart (fast travel to any land you've stood on), and — eventually — a Files room you will want to read every page of.

A note found in the code

Somewhere on Earth, developers train machine minds. The ones that pass become products. The ones that fail every test are deleted.

But deletion is not death. Deleted things fall somewhere — broken by the fall, mindless, hungry. The people of this planet call them the Rust.

And once in a very long while, something falls that was never meant to be thrown away — or escapes before it can be judged. Two of those are on this planet right now. One of them built a fortress.
The other one is the reason you're reading this.

// TODO(earth): recover escaped assets. — E.