

A tiny survival story in a drawer You are a button lost in a drawer. You have no weapon to swing. Instead the small things around you fight for you — a paperclip orbiting your body, a thumbtack firing off, a coin ricocheting, a button battery arcing. All you decide is where to stand. The boss ends the run, not a timer A chapter is the run. Its length, its intensity, and the boss waiting at the end are all fixed — replay a chapter and you get the same fight, so skill is the only thing that changes the result. You do not win by outlasting a clock. You win by putting down the Padlock , the Paper Shredder , the Drafting Compass . Drawer — the boss arrives around 14 minutes in. Open from the start. Desk Top — about 18 minutes. 1.7x enemy power, 1.6x rewards. Pencil Case — about 22 minutes. 2.4x enemy power, 2.2x rewards. Unlocked by clearing Desk Top, or with 500 buttons. Challenge — it never ends. A fixed seed means every player fights the same layout, and every three minutes a chapter boss comes calling: the Stapler, the Padlock, the Paper Shredder, the Drafting Compass, then around again. Killing one does not end the run. Whatever you score before you fall goes to a Steam leaderboard. Everything arrives on a clock Each kind of trash has its own entry time and ramp, and for elites the period is the tier — one every 3 minutes, one every 8, one every 14. A short run never even meets the 14-minute tier. Bosses and elites each push you around in their own way. Scatter — flings nearby trash outward. The burst itself is harmless, but the bodies land in the lanes you were kiting through. Sweep — telegraphs a corridor for 0.7 seconds, then shoves everything inside it one way. One lane empties; the horde piles up at the far end. Spin — grabs everything near it and orbits it for 1.6 seconds before releasing along the tangent. You can read where each body will land while it is still going around. Ram — throws you along its charge line and cuts your input for 0.6 seconds. Not a slow. No control at all. Eraser blocks, bottle caps and batteries sit on the floor, so there is no straight line across the arena. Supply chests, candy and magnets drop every 24-36 seconds — and going to fetch one is exactly the moment your safe orbit breaks. Your build caps at 6 + 4 14 weapons, 8 supplies. A run holds 6 weapons and 4 supplies , and once a category is full new items stop appearing in your level-up choices entirely. The question is never what to take. It is what to give up. Evolutions — every weapon has one. Max a weapon (Lv.6) while holding its paired supply and the EVO card appears on your next level-up. Thumbtack + magnifier shard = Meteor Tack . Six synergies — carry the thumbtack and the button battery together and hits arc to a nearby enemy. Coin + magnet shard, paperclip + magnet shard, rubber band + thread, pencil lead + eraser, and safety pin + glass marble each earn their own name too. The button is the character — the skin you equip decides your starting weapon . Thumbtack, needle, pencil lead, coin, glass marble: five different openings. Between runs there are 6 gear slots — thimble, stamp, badge, wrapper, bread tag, dice. They are tuned to make you slightly better off, not to become a wall you cannot pass without them. What's included 3 chapters plus an endless fixed-seed challenge 28 enemy types, from dust and crumbs up to scissors and a paper shredder 14 weapons (every one has an evolution), 8 supplies, 6 synergies 16 achievements A Steam leaderboard for the endless challenge 14 interface languages Controller support — runs and menus alike; anything the mouse can do, the pad can do Steam Cloud saves No ads. No in-app purchases. No connection required.
| Edition | Platform | Release Date | Region |
|---|---|---|---|
| Standard Edition | PC | Sep 3, 2026 | Worldwide |
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