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Echoes of Destiny

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Rewrite fate in the echoes.

Echo Compass documentation logo

A fixed-position defense roguelike: automatic fire, target selection, reward drafting and synergy builds. Clear four encounters, then keep your build in endless mode.

Play online · Preview / PRE

First run

  1. Choose Begin resonance (开始共鸣). Your ship fires automatically from the bottom of the arena.
  2. Click or tap an enemy or gold chest to focus it; click empty space to restore automatic targeting.
  3. Break a chest and pick one card. Combat and clocks stop while selecting.
  4. Collect 3 / 6 / 9 stacks in a family to unlock its synergy tiers. Duplicates count.
  5. Prioritize enemies able to attack, interrupt a leader and fire into its 2s weak point. From endless depth 4, reselect a leader for each warning to enable primary-hit interruption after forming; enough damage can still interrupt without confirmation.
  6. After the fourth reward, choose Continue endless · Keep build (继续无尽 · 保留构筑), or restart.

Earlier Chinese start screen; desktop capture

The game and documentation support English and Simplified Chinese. Use English / 中文 in the header to switch immediately, including help, cards, numerical previews and accessibility labels. Chinese is the default; local storage remembers your choice when available. A language change preserves the current run and reward options. The screenshots below retain the earlier Chinese version.

Evolving endless encounters

Clear waves and elites before the main boss; from layer four, a Colossus and Wizard share one elite segment, creating a choice of which warning to counter. Three segment supplies support build choices. Training uses finite-budget kill credit with gradually rising thresholds, separate from score. Boss and elite casts are telegraphed and interruptible; weak-point primaries add 1% maximum-HP damage within the shared bucket, with no lifesteal from that added component. An endless main boss keeps charging aimed shots even between its queued threshold skills; death echoes and a brief clearance afterglow make the action readable. High-star minions resist percentage damage and control. From depth 7, mixed wave packs, a depth-scaled minion percentage allowance, and shared combat recovery/shield limits add pressure while preserving the mean wave admission interval. Lifesteal keeps its separate own-HP allowance. The normal four-stage pacing goal is 8–12 combat minutes, subject to measured calibration and playtesting. Historical v1/v2/v3 calibration remains rejected. V4 completed fresh300/600/120 matrices, passed normal-build pacing and was accepted for PRE candidate delivery with documented strong-build and early-attrition limits. Publication and human playtesting are separate evidence.

Explore

Page Contents
Cards Every augment and training: effects, starting previews, rarity, limits and unlocks
Builds All 12 families and their 3 / 6 / 9 stack bonuses
Enemies Numeric reference, attack permission, taunt, poison and fusion
Stages Campaign, endless scaling, attack grids, boss skills and rewards
Mechanics Targeting, damage, recovery, Sanctuary, pause and restart
Development Setup, browser testing, architecture, deployment and Wiki maintenance
Gallery High-resolution screenshots, captions and capture instructions
Brand Logo versions, exact generation prompt and editable source
Changelog Future release template and commit-backed history
Validation history Historical evidence and known limits

Controls

Input Action
Mouse / touch on an enemy or chest Set a legal priority target
Empty arena / C Clear manual target
T with arena focused Cycle legal targets; selecting a warning leader also confirms this cast
F with arena focused / tap the selected leader again Reselect the current target; confirm its current warning
Esc / P / pause button Pause or resume; cannot skip a reward
Tab / Enter / Space Navigate and activate native controls
WASD / arrows / dragging Does not move the ship

Open Build (本局构筑) to inspect stats, cards and families. Help (玩法说明) opens help. Opening a panel pauses; close it and resume manually. Backgrounding or losing focus also pauses.

Mobile start screen, captured at 1170 × 2532

No combat save exists: death, restart or refreshing clears the run. WebGL is required. The guide describes repository rules; live environments may carry different revisions. See the changelog for the distinction between source changes and releases.

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