
NULL ROOT Demo
Fight through escalating waves of enemies and bosses in a fast-paced roguelite shooter built around precision, positioning, and rapid decision-making. Each run starts simple but quickly spirals into chaotic, screen-filling combat. Collect resources, unlock new abilities, and push deeper every run.
DUAL-CONTROL COMBAT
Your daemon core and cursor work independently. Some abilities fire from your daemon, others deploy at your cursor's position. Detonate an explosion at your daemon's location, then blink to your cursor to escape. Draw lines that detonate seconds later. Every ability placement is a tactical decision.

FEATURES
- Fast-paced runs (30 seconds to 10 minutes)
- 20 active abilities (choose 2 per run)
- 3 upgrade paths, offense, defense and utility.
- Chain abilities into powerful combos
- Elite enemies and 5 challenging bosses
- Defend caches mid-run for bonus rewards
- Unlock run modifiers for increased risk and reward

CONTROLS
- Movement: Mouse / Left Analog stick
- Slot A skill: Left click / Button A
- Slot B skill: Right click / Button B
- Free cursor: Hold space / L or R

| Updated | 3 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | zerojs |
| Genre | Action |
| Made with | PixiJS |
| Tags | 2D, Clicker, Cyberpunk, Hacking, Incremental, Mouse only, Roguelike, Roguelite, Survivor-like, Twin Stick Shooter |
| Average session | A few minutes |
| Inputs | Mouse, Xbox controller |
| Links | Steam, Steam |
| Content | No generative AI was used |
Development log
- Optimizations and bugfix12 days ago
- Graphical updates16 days ago
- MAORR DEMO UPDATES25 days ago
- Steam next fest and updates29 days ago
- small update to projectiles31 days ago
- More UI and encrypted cache updates33 days ago
- Some small updates to UI34 days ago











Comments
Log in with itch.io to leave a comment.
Looks and feels pretty damn good if I do say so myself
I played for like 20 minutes, it looks super complete & super interesting, but (it could be only my point of view) but it felt too "unorganized"
There is too much to see, to check, it's not super intuitive, you need to click for exemples the upgrades 2 times to see if you can afford them, the money you earn is not super clear at first.
There is tabs that are most of the time useless but still taking the same place as the most important tabs, there is A LOT of information that are not necessary, and some informations that are not really easy to find or unable to find (like, when we get vault, it says the bonus from vault stays one run, but they don't disappear? I don't get it?)
And the MAIN pain point is in-game, it's too much, too much colors, too much CRT, too much things flyings, sometimes it's just "ambiance" sometimes it's really bullets, sometimes it's just I don't know, I mean, it might be just my opinion, but I play a lot of nervous incremental games and this one felt SUPER interesting & complex, AND I LOVE THAT, but too hard to enjoy.
Hope it helps !
That actually is good feedback yeah. I started off making this as a more casual incremental game and I thought it might be boring so I kept adding more "exciting/fun" stuff and it kind of turned into a more fast paced shooter. I think the problem was that I just thought it was a bit too boring before.
As for the tabs , yeah I think in the full game I will gate them so they unlock the more your power level increases, and add more unique rewards to them.
The bonuses that you get from opening the caches should only work for one run and the cache should be consumed.. I'll have to double check that.
It might work as intented, but at least I didn't knew if it's used, or at least the player feedback isn't super clear, I mean it all repoint to the "THERE IS TOO MUCH TO SEE" but could be only my POV, otherwise I know for a fact even if I didn't explored the whole game it's pretty dope, but yeah super great project I love it, it might be a me thing but if it get a little bit easier to "watch" I would defo play it again