KEYSTORM Play Now

HOW TO PLAY

Every rule in KEYSTORM

There is no aiming and no fire button. The words falling towards you are the controls. This page is the full reference: how targeting works, what every enemy does, how the score is calculated, and what changes between the four difficulties.

The core loop

Enemy ships descend from the top of the screen, each carrying a word. A dashed red line sits just above your own ship. If an enemy crosses that line you lose a life. Clear every enemy in a wave and the next begins, slightly faster and slightly busier than the last.

There are only two rules you need in order to start:

  1. Type a word's first letter to lock onto it. Your ship turns to face that target and stays locked until the word is finished or the lock is dropped.
  2. Every correct letter after that fires a shot. Finish the word and the ship is destroyed.

Your first run teaches this as you go. The ships fall slower, a hint under the nearest one shows which letter to type, and nothing that gets through costs you a life until you have shot down three ships. After that it is the normal game.

No two live enemies ever start with the same letter. The spawner holds a word back if its first letter is already on screen, so a key press can only ever mean one target.

Combos and the score multiplier

Your combo counts consecutive correct keystrokes, and it sets the multiplier every word's score is calculated with.

ComboMultiplierA six-letter word is worth
0 to 91x60 points
10 to 192x120 points
20 to 293x180 points
50 to 596x360 points
70 and up8x (capped)480 points

A word scores 10 x letters x multiplier, where the multiplier is 1 + floor(combo / 10) and stops climbing at 8x. A wrong key resets the combo to zero. That does not cost you one keystroke, it costs you the multiplier you spent the last thirty seconds building.

So accuracy is worth more than speed. Someone typing 50 words per minute cleanly out-scores someone typing 80 with a mistake every other word: the careful player spends most of the run at 6x or 8x, the fast one keeps falling back to 1x.

Seven enemies, plus power-ups

Seven of these are hostile. Recognising them on sight is most of the difference between reaching wave 10 and reaching wave 20.

TypeWhat it doesHow to handle it
Grunt Falls at the wave's base speed. The standard target. Type it. Take the lowest one first.
Sprinter Carries a short word but falls noticeably faster. Deal with it immediately. A short word is quick, so the interruption is cheap.
Splitter Bursts into two smaller, faster fragments when destroyed. Kill it high. Killing one near your line hands you two problems lower down.
Armoured Carries a plate, so the word has to be typed twice. Start early. Half-stripped armour is wasted effort if it breaches.
Diver Accelerates while you are locked elsewhere, reaching 2.6x its base speed after about three seconds of being ignored. The one enemy that punishes tunnel vision. Never leave one unattended.
Mini-boss A tougher target, on the waves between full bosses. Clear the field around it first, then commit.
Boss Shielded, and releases a swarm of escorts before it can be touched at all. Clear the swarm, then the hull. It cannot be rushed.
Power-up Not hostile. Costs nothing if it reaches the bottom untyped. Free if you have a spare moment, ignorable if you do not.

The five power-ups

Power-ups drift down carrying a word of their own. Type the word to claim the effect. They can never hurt you, so the only cost is the seconds you spend typing one instead of a threat.

Wave modifiers

From wave four onwards a whole wave can arrive under a modifier, announced before the wave begins. Most of them change how you read the board. SWARM and RUSH also make it faster.

ModifierEffect
FOGWords stay unreadable until you lock them, so you commit on a first letter alone.
MIRROREvery word arrives backwards.
SILENCENo audio cues. If you have been relying on sound to confirm hits, you will find out here.
SWARMMore targets, arriving faster.
RUSHEverything falls harder.
BRITTLEOne typo ends your combo and your lock together.

Difficulty, modes and word lists

These change what a run is made of, so they have their own page. In short: four difficulties from five lives down to one, a daily challenge everyone plays identically, three-player co-op and versus, a drill built from your weak keys, and three word lists to choose between. All of it is set out here.

One rule changes how you type. On brutal a typo drops your target lock as well as your combo, so the half-finished word is released and has to be re-acquired from its first letter.

Controls

On a phone or tablet the board switches to a portrait layout with an on-screen keyboard, so no physical keyboard is needed.

Try a run

A run takes about two minutes.

Play KEYSTORM