← Back to ShattervaultTHE GUIDE

Break in.
Shatter the vault.

Classic

Crack twelve vaults. Drag to aim, then release to fire. Numbers show block health. Break the gold seals to expose each guardian’s core. Finish Classic to earn Vaultbreaker; clear it without losing a shield to earn Shattervault Master.

Endless

The same opening twelve vaults, then deeper survival. From vault thirteen, the blocks descend during shots and the pace builds. Your first three vaults after continuing from Classic have no rebound fixtures. There is no final vault.

Rush

Shoot the scrolling blocks to release the vault’s three bolts. Breaking the vault pays a gold bonus and starts the next one. Rows keep moving throughout. A missed row costs one shield. Mines cost one shield if shot; they pass the base harmlessly. The front block in each lane takes the shot. Blocks broken in the marked lower zone pay extra.

Controls

Classic and Endless: drag to aim and release, or use left/right arrows and Space. The dotted path forecasts the first ball until its first changing interaction; later balls can take a different route after a block breaks. Aim as long as you need. P pauses. Rush: tap a target or a lane key; keyboard A/S/D/F/G or 1–5. Space pauses.

Score attack

Classic has twelve vaults and a finite score. Aim for gold bars, build 4, 8 and 12-block chains, clear vaults with shots left, and beat guardians without losing a shield. Those bonuses make the difference between clearing Classic and a high-scoring run.

Shatter

Orange supports hold the blocks above them. Breaking one collapses its column and blasts nearby targets. A collapse of at least three blocks earns Shatter. Ordinary breaks and long chains have their own cues. In Rush, shattering the exposed core breaks the vault door apart.

Read the materials

Ivory stone is standard. Blue armour resists direct hits: bounce off a wall first. Purple healers restore nearby blocks every second shot. Gold seals protect the guardian. Teal crates restore a shield and expire after three shots. Cyan fixtures never break; their reflected route is shown by the aimer.

Guard and shields

Your three shields are your health. During a boss volley, the first wall or fixture bounce turns Guard ON. That field blocks every red projectile in the volley, then switches OFF when the balls return. It is earned again on the next shot. Your balls can also intercept red projectiles. Stop next attack cancels boss attacks for your next shot, once per guardian. Guard does not protect against blocks reaching the base or running out of shots. At most one shield is lost in a volley.

Pickups and Lucky Blast

Cyan ball capsules add one ball permanently, up to 24. Break them before their three marks expire. One rare amber blast core can appear in each twelve-vault stretch; break it to shatter up to six nearby ordinary blocks. It does not bypass guardian seals. These pickups are optional targets.

Build your volley

More balls adds two balls, up to 24. More damage adds one damage per hit, up to 8. These upgrades last for the run; they are not consumable cards. Continue skips an upgrade. Maxed upgrades disappear. Repair shield is offered only after every third cleared vault, when you are damaged. Otherwise earn repairs by breaking teal crates. Switching an unlocked ball keeps your volley size and damage upgrades: each ball adds one distinct ability. The ball button below the arena opens your collection. Previously earned balls remain yours. Scenery changes automatically every three vaults.

Keep your score

Bank ends the run and keeps your current points; an active volley finishes first. Classic keeps half if you lose all shields. Endless keeps half through vault twelve and all your score from vault thirteen. Rush keeps its earned score. Results save locally. Classic, Endless and Rush have separate online boards. Edit your nickname on the board. Private play stops new online submissions.

Full screen and Finish

Starting on mobile opens the focused play view. Use the expand button on desktop. The layout fills the visible browser area while keeping the arena proportions. Finish fast-forwards a ricochet volley once all balls have launched; every hit, boss attack and falling-block step still resolves. P pauses.

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