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Signal Lost
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About This Game

Signal Lost is an Asteroids-style space shooter. You pilot a ship around a stationary orbital station, clearing expanding fields of debris across sequential waves. Your ship uses inertia-based physics. Thrust applies at 0.12 per frame. Drag applies at 0.995 per frame. Rotation moves at 0.065 radians per frame. Momentum carries you past your target if you don't manage it. The screen wraps at all four edges, so debris and your ship can reappear from any side.

Debris comes in three sizes. Large fragments are 40px and worth 20 points. When you destroy them, they split into two medium pieces. Medium fragments (22px, 50 points) split into two smalls. Small fragments (12px, 100 points) disappear cleanly. Each size moves at random speeds between 0.5 and 1.7 units per frame. You can have at most 4 bullets in flight at once with an 8-frame cooldown between shots. Clearing a full debris field takes careful spacing, not just holding fire.

Wave 1 starts with 4 large asteroids. Each new wave adds one more. You carry 3 lives with 2-second protection after each hit. The central station is just a visual landmark. It doesn't collide or interact, but it helps you keep your bearings in the void.

Screenshot

Signal Lost — gameplay screenshot
Signal Lost running in the browser — exactly what you'll see when you hit Play.

History & Background

Asteroids was released by Atari in 1979. It became one of the best-selling arcade games of its era. The design was deliberately simple. Vector graphics, a wraparound screen, inertia-based movement, and rocks that split into smaller pieces on destruction. The physics model was unusual for the time. Thrust builds momentum that persists until drag bleeds it off. Players who understood momentum had a real advantage.

The game influenced shooter design widely. Its inertia model reappeared in Spacewar! spinoffs and later in games like Subspace (1997) and various browser entries. Signal Lost keeps the core physics intact and adds the dying station as a visual anchor, giving the debris field a sense of place. The fixed bullet cap and 8-frame cooldown follow the original's design principle. The challenge is precision, not firepower.

How to Play

  1. Rotate your ship with left/right arrow keys or A/D
  2. Thrust forward with the up arrow or W
  3. Fire your cannon with Space or left-click
  4. Destroy asteroids and debris to score points
  5. Avoid collisions — your ship has limited shields
  6. Large asteroids break into smaller, faster fragments

Tips & Strategy

Tap thrust in short bursts instead of holding it. Inertia builds fast, and an overspeed ship has no brakes, only slow drag correction.
Shoot large asteroids at an angle instead of head-on. The two medium splits will fly apart from the impact point, giving you room to move between them.
Keep at least one bullet in reserve. All 4 bullets can leave the screen at once if you fire too quickly, leaving you unable to shoot.
Small fragments are worth 100 points each vs. 20 for a large. Finish chains of splits for the most score per debris field.
After taking a hit, use the 2-second protection window aggressively. Clear as much debris as you can while you can't be hurt.
The screen wraps 50 pixels before the visible edge. Debris that exits right reappears left almost immediately. Nothing has truly left the play area.
Wave count grows by one large asteroid each time. By Wave 8 you're managing 11 large pieces plus all their splits. Clear debris one quadrant at a time.
The station at center is a useful reference on a featureless field. Use it to track your position and predict where wrapped debris will reappear.

Features

Inertia-based physics
Wraparound screen
Score multiplier system
Escalating debris fields
Retro-modern visual style
Keyboard and touch controls

Controls

Desktop

Arrow keys or WASD to rotate and thrust. Space to fire.

Mobile

On-screen buttons for rotate, thrust, and fire.


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