0
BOMBS 0/6
MAW 0%
ZONE 1
BEST 0
VECTARCADE
VECTAHULL
LIVES
BOMBS
DRAG TO SWING THE GUN · PUSH FORWARD TO DRIVE · A RIDGE STOPS THEIR SHELL AND YOURS
BEWARE · IT IS BEING BUILT
VECTAHULL
Somewhere in this field, the MAW is under construction — and it finishes whether you like it or not. Enemy workers ferry crystals to the site to hurry it; you shoot planetoids to shed the same crystals and forge them into BOMBS — the only thing that hurts it. Every crystal is a three-way choice: in your hold it is a bomb, in a worker's claws it is a faster doom, and a carrier shot down is a delivery denied. You cannot stop it being born. You decide what it is born into.
DRAG / WASD to fly — you fire forward while thrusting  ·  crystals collect on touch  ·  bombs launch themselves when it wakes and you are close
TAP TO START MINING
DEVOURED
DEVOURED
D
GRADE
TAP TO MINE AGAIN
THAT WAS A RUN
↗ SHARE YOUR RUN SELECT ANOTHER GAME
PAUSED
PAUSED
Tap or press Enter to resume
THE FIELD PROVIDES
CHOOSE A BOON
HOW TO PLAY

How to play VECTAHULL

Battlezone reborn — the wireframe plain, the radar, and the one thing Battlezone never made a mechanic: a ridge eats their shell, and yours.

Goal: A wireframe plain that wraps forever, and somewhere on it the tanks that are hunting you. You drive a heavy tank: the stick swings your TURRET, and the hull only follows the gun while you are actually moving — so park behind something and you can look anywhere without ever showing your flank. The rocks are the game. A low RIDGE is tall enough to eat a shell and short enough to see over, so a tank sitting behind one shows you its turret and nothing you can hurt — that is HULL DOWN, and while you are hull down to everything hunting you, nothing on this plain can touch you. The catch is that the rock is fair: it eats YOUR shell too, and the reticle turns red and says BLOCKED so you always know. Safety and the kill are in different places, and the whole game is the two steps between them — sit, let the shell break on the rock, roll out, take the shot, drop back. Kill from cover and it is worth 1.6x. A tall SPIRE stops shells and sight both. The RADAR is the other half: it sees 360 degrees where your eyes see a slice, but it only paints a contact that MOVED or FIRED, so a tank that has stopped to wait for you is on neither. Supertanks take two shells. MISSILES do not shoot at all — they ram, and they exist to make you leave cover. A drifting SAUCER is worth more than anything else out there and shooting it tells every tank on the plain exactly where you are.

Controls: Drag anywhere (or A/D, arrows) to swing the gun — push forward (W / up) to drive, back to reverse. You fire automatically the moment a target is in the reticle AND the line is clear; a red BLOCKED reticle means move, not shoot. On level-up, tap a card (or keys 1-3) for your boon.

How do you play VECTAHULL?

A wireframe plain that wraps forever, and somewhere on it the tanks that are hunting you. You drive a heavy tank: the stick swings your TURRET, and the hull only follows the gun while you are actually moving — so park behind something and you can look anywhere without ever showing your flank. The rocks are the game. A low RIDGE is tall enough to eat a shell and short enough to see over, so a tank sitting behind one shows you its turret and nothing you can hurt — that is HULL DOWN, and while you are hull down to everything hunting you, nothing on this plain can touch you. The catch is that the rock is fair: it eats YOUR shell too, and the reticle turns red and says BLOCKED so you always know. Safety and the kill are in different places, and the whole game is the two steps between them — sit, let the shell break on the rock, roll out, take the shot, drop back. Kill from cover and it is worth 1.6x. A tall SPIRE stops shells and sight both. The RADAR is the other half: it sees 360 degrees where your eyes see a slice, but it only paints a contact that MOVED or FIRED, so a tank that has stopped to wait for you is on neither. Supertanks take two shells. MISSILES do not shoot at all — they ram, and they exist to make you leave cover. A drifting SAUCER is worth more than anything else out there and shooting it tells every tank on the plain exactly where you are. Controls: Drag anywhere (or A/D, arrows) to swing the gun — push forward (W / up) to drive, back to reverse. You fire automatically the moment a target is in the reticle AND the line is clear; a red BLOCKED reticle means move, not shoot. On level-up, tap a card (or keys 1-3) for your boon.

Is VECTAHULL free to play?

Yes. VECTAHULL runs free in your browser with no download, no install and no account — open the page and it starts.

Can I play VECTAHULL on a phone?

Yes — VECTAHULL has on-screen touch controls and is built to run at 60fps on a mid-range phone as well as on desktop.

How long does a game of VECTAHULL last?

A typical run takes around five to ten minutes. It suits medium sessions and plays intermediate, so it sits in the Challenge corner of the arcade.

What kind of game is VECTAHULL?

VECTAHULL is a skill game in the VECTARCADE catalogue — vector-drawn, instant-play, and scored on a global leaderboard.