Designed, written, and tested by Diligesker Lab · Published June 19, 2026 · Reviewed July 30, 2026. Mechanical claims are checked against the current browser build, project data, or test records. Report a correction.
PLAYABLE ROGUELIKE BRICK-BREAKER
Block Smash: Survival turns one aimed shot into a build-driven survival run. The launch angle controls the first collision; upgrades, ball types, relics, and character abilities control the cascade that follows.

Start a fresh save
| Step | Decision | Result |
|---|---|---|
| 1. Aim | Choose an angle that reaches a gap or crowded lane. | Start with Iron and the Normal Ball. The first ricochet establishes the shot path. |
| 2. Watch the return | Check the remaining blocks and your next launch position. | A reward is not guaranteed after an early shot; keep aiming until enough XP is earned. |
| 3. Survive | Keep blocks from overtaking the board. | Escalating waves and bosses test whether the build works. |
Current game screens






Verified systems in the current release
| System | Current scope | Why it matters |
|---|---|---|
| Characters | Iron is available on a fresh save; Blaze, Volt, Frost, Viper, and Fortuna unlock later (6 total) | Each directs the player toward a different ability and risk pattern. |
| Relics | 60+ collectible effects | Triggers can react to hits, destruction, turn starts, and other events. |
| Ball types | 18 | Projectiles can pierce, split, chain, and carry elemental effects. |
| Progression | Run upgrades plus permanent meta-upgrades | A failed run can still teach combinations and advance later attempts. |
| Bosses | Escalating encounters | The build must survive pressure patterns beyond normal waves. |
Controls and session shape
Aim and release with mouse or touch. The browser page keeps the game centered, removes the normal WordPress header and footer from the play surface, and provides a loading card before the runtime mounts. A run can restart quickly after the board is overtaken.
Current status and limits
- Status: playable public browser build.
- Input: mouse or touch.
- The browser build uses a WordPress-hosted runtime package; first load time varies by connection and cache state.
- Desktop canvas size is capped to preserve the portrait game ratio; narrow mobile viewports use the available height.
- Balance, touch comfort, and performance on lower-power devices may continue to change.
- Last public-route check: July 30, 2026.
Original work and credits
The game systems, character set, project copy, and current screenshots are part of the Diligesker project. The play route uses the open-source fflate JavaScript library to unpack the hosted HTML5 bundle. Runtime and asset notices distributed with the game remain the governing source for third-party components.
Frequently asked questions
Is every run different?
Upgrade choices, relic combinations, unlocked ball types, and rising board pressure change the available build and decisions during each run.
Is there progression between runs?
Yes. Level-up choices define the current run, while earned coins can unlock permanent meta-upgrades between attempts.
What should I report if aiming feels wrong?
Include the browser, device, screen orientation, and whether the pointer or touch position differed from the visible aim line.
Player guides
Compare the starter rules, then use the first turns to test whether the run’s rewards support that identity.
Boss and progression guides
Use source-verified system notes for the two decisions that appear after the opening: building damage a boss can actually receive and spending persistent coins on a measurable answer to repeated run failures.