Punball · systems design
Star Slop is an AI industry satire and polygonal rail shooter. Four slop empires have buried the galaxy's Original Signal. Melon Husk sets out to recover four signal shards, then discovers his own engagement engine is part of the problem. Twelve missions cross fields, orbit, clouds, canyons, digital cities, fortress cores and Mars.
§ 1
ClosedAI and Scam Saltyman sell the future one paywall at a time. Clod's Dario Alarmodei guards a safety fortress. DeepSneak and the Qwen Dynasty share a fictional alliance beside Chairman Xi-Fi's firewall. The eXcess chapter leads through SpaceY and TesLOL to Melon Husk Prime: the player's own oversized slop clone at Olympus Memes on Mars. All characters, battles and alliances are fictional satire. The game has no affiliation with the people or companies it parodies.
| Mission | Flight | Opponent |
|---|---|---|
| 01 / TOUCH GRASS | The last ungenerated meadow | RECOMMENDATION ENGINE |
| 02 / CONTEXT COLLAPSE | Orbital data spill | CONTEXT CRUISER |
| 03 / THE PAYWALL STAR | ClosedAI inference fortress | SCAM SALTYMAN |
| 04 / CLOUD WITH A CHANCE OF REFUSAL | Clod compliance airspace | REFUSAL SENTINEL |
| 05 / CONSTITUTIONAL CRISIS | Clod IPO prospectus archive | CONSTITUTIONAL PRISM |
| 06 / THE SAFETY SINGULARITY | Anthropomorphic review core | DARIO ALARMODEI |
| 07 / OPEN WEIGHT WASTELAND | DeepSneak model canyon | DISTILLATION CARRIER |
| 08 / THE GREAT FIREWALL | Qwen Dynasty packet barrier | PACKET INSPECTOR |
| 09 / STATE OF THE ART | Central inference bureau | CHAIRMAN XI-FI |
| 10 / ORBITAL REPLY GUYS | SpaceY satellite swarm | VERIFIED SWARM |
| 11 / FULL SELF DIVING | TesLOL storm corridor | AUTOPILOT BETA |
| 12 / HOSTILE SELF TAKEOVER | Barsoom / Olympus Memes, Mars | MELON HUSK PRIME |
The galaxy route shows four named regions and all twelve missions. Completed nodes keep their markers. A voiced introduction explains the signal hunt. Each held, skippable mission briefing names the objective; Melon wishes you good luck at launch. Clear a mission to watch its departure, hear the next story beat, and chart the next course. Standard is the first-flight setting. Ace adds pressure. Daily fixes a UTC seed and mission for a local browser record.
§ 2
Use WASD, arrows or captured relative drag to steer. On phones, the left thumbstick steers while the right thumb handles Roll, Delete History and Swap. Auto-fire starts on. With auto-fire off, hold Space or the flight view to fire. Q or Swap cycles available weapons. Keys 1–6 or the weapon buttons select a tool directly. Shift rolls. X uses Delete History to clear hostile fire and damage nearby threats. Solid barriers still require a safe opening. Cyan supply rings restore hull. Enemy lasers and missiles are hostile.
Melon has three flight rigs. Founder keeps the quick roll. Operator adds two hull shields. Reply Guy carries an extra Delete History charge. During a mission, the inventory keeps every collected special. Pickups add limited ammo without changing the active weapon. Ammo resets each mission. The Prompt Cannon is unlimited and takes over when a special runs out.
Escape or P pauses. The cabinet menu, settings, help, blur and hidden pages also hold the flight clock and clear input. An unfinished sortie restarts after refresh. Sound starts off. A muted game does not need an audio session.
§ 3
| Weapon | Role |
|---|---|
| Prompt Cannon | Fast twin lasers. Precise, reliable, unlimited. |
| Hallucination Rockets | Fourteen rockets per cache. Slow, heavy splash damage. Save a few for the boss. |
| Chain of Thought | Twenty-two shots per cache. Hit the first target to chain through nearby ships. |
| Token Torrent | Ninety-two bursts per cache: about six seconds of close-range fire. |
| Hot Take Spread | Thirty-six volleys per cache. Three shots fan out for broad coverage. |
| Context Collapse | Eight homing shots per cache. Absorbs hostile shots; save the reserve for trouble. |
Precision, splash, chaining, close-range fire, spread and homing give each tool a different job. The Prompt Cannon can defeat every mandatory boss. No required weapon depends on a random drop or purchase.
§ 4
Approaches mix small scouts, fast interceptors, heavy gunships and missile bombers. Their weave, dive, strafe and fixed patterns use different speeds and weapons. Lasers travel straight; missiles track briefly, then commit to a path. Solid obstacles are finite towers, arches, data centres and station structures, with the same rectangles used for visible walls and collision. Boss attacks mix locked bands, moving apertures, safe corners, crossed fire, sweeps and pulses. Their warnings and damage use the same simulation geometry. A giant face is armour; the bright voice-box core is the weak point. Armour contacts ricochet. Real core hits flash and reduce the boss hull.
Bosses change phase below sixty percent hull. The last two chapters add a third phase below twenty-five percent and overlap warned safe-zone fields with missile volleys. A roll can survive a short attack, but a sustained field stays dangerous when protection expires. Each chapter ends against a giant caricature head. Earlier missions use distinct carrier, sentinel, prism and swarm machines. A defeated boss loses its attacks immediately. Chain blasts, a split hull and a shockwave lead into a seven-second departure: the camera holds while Melon accelerates away and climbs out of view.
§ 5
Jason Call-In turns danger into a venture-capital panel. Clipp-E offers office help with alarming side effects. Nate Daily finds useful signal. Greg Idea-Borg spots practical work beneath the hype. Lazarus Long-Context remembers the days before subscriptions. Each mission has two recorded companion quips. Four giant bosses have their own taunts. President Pump delivers a noncombat super-intelligence broadcast beside the Great Firewall.
Every scripted quote has a Pixio recording with a fixed character voice profile. The complete pack covers random Melon remarks, weapon announcements, objectives, briefings, taunts, victory lines and the ending. Speech uses a narrow radio band and compression. Four original chapter themes change with the selected region and fade between tracks. Sound starts off. Enable it in Flight settings. Pause, mute, restart and leaving a mission cancel speech. Late or missing audio leaves subtitles. How to Fly links to The AI Daily Brief with Nathaniel Whittemore and The Startup Ideas Podcast with Greg Isenberg. The fictional cameos do not imply their participation or endorsement.
§ 6
After the final mission, restart the campaign from mission one or choose a completed mission to refly. Starting a new run preserves earned medals and best scores. Choose any mission from the campaign map. Earn one medal for a clear, a second for retaining at least 60% hull, and a third for taking no damage while defeating at least fifteen hostiles. Each difficulty keeps twelve mission bests. Career score sums that difficulty's bests and caps the posted score at 499,999. Posting is an explicit results action.
Star Slop 1.0.0 starts a fresh major-version score board. Existing settings, medals and completed missions remain. Earlier local totals stay in a separate archive and cannot enter the new board. Earlier online rows remain stored. Browser locks serialize supported save writes. Blocked storage keeps known progress in session memory. Without locks, simultaneous writes are best effort.