A one-thumb arcade game with 600 hand-built levels and no waiting.

Lead a swarm of small guardians through a grove that has been taken. Steer them as one body, choose what your people become at each shrine, and finish every level against something far larger than any of them. ten regions, 1000 levels, and a Warden at the end of each one.
Not on the stores yet. Windows and Android builds run; nothing is submitted to either store, and the project makes no claim of store readiness.

Real product assets
The fight is the game’s. These are level 1 of 1000, with the hit points, damage, counts and timings the shipped build reads out of its own campaign file; the shrine offers the two routes that level really offers, and the Bloomwell’s +24 kin and the Thorn Oath’s 1.35× attack are its own balance numbers. The Warden is boss family 1 of 50, with its real root and nova patterns and its real colour, and the grove is drawn in the palette region 1 declares. Every word is the game’s own string, in any of its 10 languages. What is rewritten is the combat loop itself: Godot’s web runtime is 10.3 MB before any content and this campaign is another 5.9 MB, so a real build would be roughly fifty times the weight of anything else on this site.
Feel the one decision the game is built around: what your people become, and what it costs.
Why it exists
Most swarm games are about the number going up. This one is about what the number is made of. You never command an individual — you drag the whole mass, and it flows, gets caught on terrain and dies at the edges. The decisions are not which unit to click but what your people should become, taken at shrines between fights, and they are permanent for the rest of the level.
What it does
You drag one mass across the field. It has a shape, it catches on hazards, and the red roots that erupt under it will thin it if you are slow.
Up to three decisions a level, taken at shrines between waves. The Bloomwell adds 24 kin; the Thorn Oath adds no one and multiplies your attack by 1.35× instead. Later shrines offer fire against frost, and range against elites.
50 boss configurations across five archetypes, each with twenty evolutions. They telegraph a root strike or a nova, and they enrage.
The Android build ships with no network permission at all. No account, no telemetry, no advertising call is possible, and the save lives on the device. 10 languages, picked up from the phone's own locale.
How it was built
Every write goes to a temporary file first. Before the rename, the existing save is parsed and validated, and only a save that still reads correctly is copied to a backup — so a corrupt file is never promoted to the backup slot. The rename itself is atomic, and any failure rolls the in-memory state back and raises a write-failure signal rather than leaving the player's kingdom half-written. The part worth copying is the refusal: if the file on disk declares a newer schema than the running build, the game will not save at all. A player who opens an old build after an update loses a session instead of ten regions of progress.
Where it stands
A complete, balance-verified game with no production plumbing. Windows and Android builds run, the campaign is playable from level 1 to 1000, and the project's own acceptance run reports every route combination winnable under defined conditions. It is in the Lab because everything around the game is scaffolding: the store is declared mock in its own data file and labels itself a development store in-app, the application identifier is still a local development string, and the project states plainly that physical-device testing, production billing and production ads are unpassed gates. No store listing exists on either store, checked.
We do not publish download counts, ratings or revenue figures for any product. Nothing here has been on a store long enough for one to mean anything. Privacy information for Swarm Kingdoms.
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