Tool map
Everything this product is, in one page: the 15 pages and what is on each of them, the systems in the build you can play right now, the three ways to play it, and the files written for machines rather than people.
Release e9304a5003e022e6 is the build being served, and it is 58 MB to download. Everything on this page is read from that build's own manifest and from the same lists the pages themselves render, so nothing here can describe a version you are not being given.
The site, page by page
Grouped the way the footer groups them. Every page appears in exactly one group, which is what makes none of them unreachable.
Entry point
The game fantasy in one sentence, the five-step core loop (position, charge, strike, react, build), and eight cards describing the systems the shipped build actually has.
- ·The one-sentence game fantasy
- ·The five-step core loop, cause and consequence
- ·Eight mechanic cards, all shipped rather than planned
- ·What the game page checks before it downloads anything
Game
The game itself. Before anything is fetched, the page probes WebGL 2, WebAssembly, device memory, storage quota and input, and reports each one — only WebGL 2 and WebAssembly can stop a launch. It also shows the controls for all three input schemes and a thirty-second explainer BEFORE the build downloads. Loading is reported as four separate stages (download, compile, initialise, cache), and a failure offers an opt-in diagnostic report that is never transmitted anywhere.
- ·Five pre-flight capability checks, run before a byte is fetched
- ·Controls for keyboard and mouse, controller and touch
- ·How to play in thirty seconds
- ·Four named load stages, only one of which claims a percentage
- ·An opt-in diagnostic report when a launch fails
- ·A cache panel that reports what is stored and clears it
The mechanics the shipped build actually has — dash, pass, charged shots, Power Strike, the skill-stick gesture vocabulary, challenge and tackle, and local co-op — plus which of the three input schemes each one is available on.
- ·Every mechanic in the build, one row each
- ·The input each mechanic is available on
- ·The skill-stick gesture vocabulary
- ·Local co-op and what a second pad does
The support page: how to play in thirty seconds, the controls for all three input schemes, what each of the five pre-flight checks means and what to do about a bad one, what a stall in each of the four load stages implies, what the opt-in diagnostic report contains, browser support stated as the two capabilities that decide it, what is stored on the device and what clearing it costs, and performance advice in order of how much difference it makes.
- ·How to play in thirty seconds
- ·Controls for keyboard, controller and touch
- ·The five pre-flight checks, with a remedy for each
- ·The four load stages and what a stall in each one means
- ·Every field of the diagnostic report, and why it is there
- ·What is stored on this device and what clearing it costs
- ·Performance advice, most effective first
- ·The reproduced defects, with a workaround for each
A taxonomy of the whole product in one page: every page on this site with the surfaces on it, every gameplay system in the build being served, the three input schemes, the machine-readable files, and a plainly stated list of what this site does not have.
- ·Every page, grouped, with what is on it
- ·Every gameplay system in the shipped build
- ·The three input schemes side by side
- ·The machine-readable files and what each is for
- ·What this site deliberately does not have
Patch notes for every shipped WebGL build, newest first, each with its content-addressed release id and the number of bytes a first-time player downloads, plus the roadmap of what is queued next, in order and without dates. Also syndicated as RSS.
- ·One entry per shipped build, newest first
- ·The content-addressed release id and download size of each
- ·The roadmap, in phase order and without dates
- ·An RSS feed of the same history
A HAND-MAINTAINED record of component status, the known issues in the build being served right now (each with symptom, cause and workaround), and past incidents. No monitoring system feeds it and it does not update on its own; it carries the date a person last reviewed it, and should not be read as live.
- ·A component board, reviewed by a person
- ·Known issues in the build being served, with workarounds
- ·Past incidents and the release each was fixed in
- ·The date someone last checked all of it
Studio
Who Novus Stream Solutions is, where it is based, and how Novus Striker is funded.
- ·Who makes the game and where
- ·How it is funded, and what that buys the player
- ·What the studio has shipped so far
Fact sheet, the share cards and icon as artwork, current release id and download size, and what may be reproduced.
- ·A fact sheet: title, developer, platform, price, size
- ·The share cards and the icon, as downloadable artwork
- ·The current release id
- ·What may be reproduced, and the contact for anything else
Email contact for bugs and ideas, plus where Novus Stream Solutions is based.
- ·The address to send a bug or an idea to
- ·What to include so a report is actionable
- ·An opt-in tick box that fills in your build and browser details for you
- ·Where the studio is, on a map that loads only when asked
Trust
Input parity across keyboard, controller and touch, the light and dark themes, the touch-control settings, and a plainly stated list of the gaps that have not been closed yet.
- ·Input parity across all three schemes
- ·The light and dark themes and how the choice is stored
- ·Touch-control scale and opacity
- ·The gaps that are still open, named
What is not stored (accounts, passwords, payment data), how the WebGL build is content-addressed and verified against a SHA-256 manifest, and how to report an issue.
- ·The four things this product never collects
- ·How a release is content-addressed and verified before deploy
- ·What the game can and cannot do on your device
- ·How to report a problem, and what happens then
Legal
What is collected, what is not, and how consent gates both analytics and advertising.
- ·What is collected and what is not
- ·How consent gates analytics and advertising
- ·The third parties involved, named
- ·Your choices, and how to change them
Terms for using the site and the game: what accepting them means, what counts as acceptable use, who owns the game and its artwork, and the disclaimer that a free browser game is provided as-is.
- ·Acceptance
- ·Acceptable use
- ·Intellectual property
- ·The disclaimer
Cookies and browser storage in detail, and how to clear the cached build.
- ·Every cookie and storage key, named
- ·What is set before you accept, and what is not
- ·How to clear the cached game build
- ·How to change your consent choice
The game, system by system
The loop first, then the systems underneath it. Everything named here is in release e9304a5003e022e6 — nothing on this page is planned work. What is planned is on the roadmap, and what is broken is on status.
- 01
Position
- 02
Charge
- 03
Strike
- 04
React
- 05
Build
Dash and stamina
A dash is the only way to cover ground quickly, and it is metered.
Challenge and slide tackle
Two ways to take the ball back: a standing shove and a committed slide.
The skill stick
Three deke moves, driven by a gesture recogniser rather than by buttons.
Four charge tiers
Passes and shots are the same verb at four different strengths.
One-timers
First-time finishes are geometry, not a special move.
Power Strike
The signature shot, in two stages.
Keepers that parry
The keeper is not a wall with a save percentage.
Hazardous arenas
The pitch is part of the opposition.
Each of these is broken down further on features, which also says which input each one is available on.
Three ways to play
All three play the whole game. None of them is a cut-down version of another, and the skill stick runs the identical gesture recogniser on each.
Keyboard & mouse
WASD or arrows to move · Shift to dash · left click to pass · hold left click to shoot · Space to challenge · Tab to switch · Q for Power Strike · Esc to pause
Hold the right mouse button and drag to deke.
Controller
Left stick to move · LB to dash · A to pass · hold A to shoot · X to challenge · RB to switch · Y for Power Strike · Start to pause
The right stick is the skill stick. A second pad joins Local Co-op.
Touch
Left joystick to move, with Pass, Shoot, Skill/Tackle, Dash, Switch and Power Strike buttons
Drag the SKILL pad on the right. Landscape is strongly recommended.
The game page shows this legend before it downloads anything, alongside 6 other surfaces — the pre-flight checks, the thirty-second explainer, the load stages, the diagnostic report and the cache panel.
Written for machines
Four files, none of which needs a person to read it. All four are generated at build time, so none of them can fall behind the site.
- /llms.txt
This same taxonomy as plain text, in the llmstxt.org shape, for language models. Generated from the same registry as this page.
- /rss.xml
RSS 2.0. One item per shipped WebGL build, newest first. The only feed on this site.
- /sitemap.xml
Every page above, as absolute URLs with a change frequency and a priority. Also generated from the registry.
- /robots.txt
Everything is crawlable. Points at the sitemap.
What is not here
A map that only lists what exists sends people looking for things that do not. These are the ones worth saying out loud.
- No screenshots, no gameplay video and no media gallery. Nothing has been captured from the build yet, and a mock-up would misrepresent it — the only way to see the game is to play it.
- No blog and no docs. Development news is patch notes on /releases, and there is nothing else to read.
- No accounts, no sign-in and no password. Nothing to create, nothing to lose.
- No store, no purchases and no in-game currency you can buy. The game is free and ad-supported.
- No online play, no matchmaking and no leaderboards. Local co-op with a second pad is the whole of multiplayer.
- No cloud saves. Settings and progress live in this browser, on this device, and clearing site data clears them.