How to play Peril Point
Peril Point is an arcade survival game. You steer a small ship around an arena that keeps filling with red dots. Touch one and you lose a life. You never shoot: weapon orbs appear around the arena, and when you fly into one, its weapon fires by itself. Stay alive as long as you can, chain kills for score, and spend the Points each run pays on upgrades.
Steering
Pick a steering style on the menu, under Steer:
- Touch. Put a finger down anywhere and drag. A joystick appears under your finger and the ship follows the drag.
- Tilt. Tilt the phone to steer. Hold the phone the way you play and tap Calibrate tilt, so that angle counts as level.
- Keyboard, when there is one: W A S D or the arrow keys.
Armory → Handling has the fine-tuning: Turn rate (higher turns sharper), Tilt sensitivity (less wrist for full speed) and Stick size (smaller reaches full speed with less thumb), with a live preview to try them in.
Modes
| Mode | What’s different |
|---|---|
| Survival | The full arsenal against swarms that ramp up as you go. |
| Corridor | Walls scroll down the arena and close in while you dodge. A wall can push you and crush you against the bottom. You score just for staying alive, and score counts 1.25×. |
| Overdrive | Double density from the first second: you start in a ring of red dots, tougher enemies arrive sooner, and orbs come faster. Score counts 1.5×. |
Power-ups
A new orb appears every few seconds and lasts about 12 seconds. Orbs near your ship drift toward it, and each run starts with your ship’s own starting weapon. Fly into an orb to fire it.
Nuke
An instant shockwave that clears the area around you. Grab it when the swarm closes in.
Missiles
A swarm of homing warheads that track down dots on their own.
Lightning
Arcs that jump from dot to dot in a chain. Best when dots are bunched together.
Laser
A continuous beam that pierces everything in its line as it sweeps through the swarm.
Blackhole
Drags dots into a vortex, then collapses. You're safe inside the well. The rarest orb; the timer calls it Vortex.
Freeze
Flash-freezes every dot into a crystal. Frozen dots can't hurt you: fly into them to shatter them.
Shield
A barrier around your ship. While it lasts, ram straight through dots to destroy them.
Lives
Touching a red dot costs a life, unless you’re shielded or the dot is frozen. You start with one life. The Extra Life boost and the Revenant ship add more, up to three. Losing a life that isn’t your last gives you a short shield to get clear.
Enemies
Everything red is dangerous. The game doesn’t name them, but they behave differently, and tougher ones join as your score climbs.
| Enemy | What it does | How to handle it |
|---|---|---|
| Seekers | Plain dots that home in on you and speed up over time. | Keep moving; lead them into a chain. |
| Chargers | Take aim for about a second, then dash at you. | Sidestep when they lunge. |
| Specters | Home in while fading in and out of sight. | Watch for the flicker. |
| Artillery | Keep their distance, strafe and fire shots at you. | Weave between the shots, then close in with a weapon. |
| Pulsars | Home in, giving off bursts of sparks. | Treat them like fast seekers. |
| Carriers | Slow dots ringed by orbiting seekers. | Give them room, or clear them with Nuke or Lightning. |
| Arrow wings | A wing of seven that sweeps in from an edge. In Overdrive, wings come from both sides. | Move off their line. |
| Walls | A line sweeping across the arena, with a gap. | Find the gap early. (Not in Corridor.) |
| Circles | A ring of dots around you that pauses, then closes in. | Break out before it tightens. (Not in Corridor.) |
| Turrets | Slow drifting dots that take three hits. | Leave them for the bigger weapons. |
| Snakes | A chain of eight segments that drifts and re-aims. | Watch where the head turns. |
Score
- Kills score points, times your multiplier.
- Chains: a kill within about a second and a half of the last keeps your chain going. Every eight kills in a chain adds +1× to the multiplier, up to 50×.
- Close calls: brush past a dot without touching it for a big bonus.
- Corridor scores 1.25× and Overdrive 1.5×.
Points and the Armory
Every run pays Points: more the longer you survive and the more you destroy, with a bonus in Corridor and Overdrive. Coins that appear in the arena add more. Spend Points in the Armory:
- Weapons: upgrade each power-up, and unlock three keystones per weapon (21 in all) that change how it works, such as a laser that splits into a cross.
- Ships: seven hulls, each with its own hitbox, turn rate and starting weapon.
- Arena: themes for the arena and skins for the enemies.
- Handling: steering settings and tilt calibration.
- Boosts: Extra Life, Hull Compact (a smaller hitbox), Enemy Slow, Score Multiplier and Points Multiplier.
| Ship | Style | Starts with |
|---|---|---|
| Arrow | Balanced | Shield |
| Viper | Aggressive | Missiles |
| Phantom | Evasive, smallest hitbox | Freeze |
| Aegis | Heavy, big hitbox, slow turn | Nuke |
| Matrix | Fast cooldown | Lightning |
| Shuriken | Spin drift, fastest turn | Laser |
| Revenant | Second wind, +1 life | Blackhole |
Achievements
There are 57 achievements, and each one pays Points. The menu shows the next one to go for. A few to start with: Rookie Dodger (reach 1,000 score in a run), Living on the Edge (trigger 3 close calls in a run), Minute Master (survive for 60 seconds) and Atomic Retribution (detonate 3 Nukes in one run).
Tips
- Don’t wait for dots to come to you: go get the next orb.
- Freeze, then fly through the crystals. It’s free kills.
- Keep chains alive. A high multiplier makes everything else worth more.
- Close calls pay well, but only if you don’t touch.