A seed is a town. Same seed, same hauntings. The tier override jumps the difficulty table; Auto follows your busts.
Three tracks: “Ballad of Destruction” over the menu, “Read the Rig” on the streets, “Something Grey” inside.
On a phone: swipe the map to steer (the direction sticks until the next swipe), or use the pad; hold VAC to vacuum. Add the page to your home screen for full-screen play.
Cars obey the one-way arrows; you don't. Circle a hot building on three sides and the van parks itself. The AI steals soul with every hit; the vacuum pulls it back (slowly while the beam is on anything, a chunk for each device bagged, a whole pip for each spectre popped). Cars dent the van; a bust pays for repairs, or drive a full lap around the firehouse to pull in and get patched a pip at a time. Nothing hunts you in the bay.
Atlust, the tier-4 boss, thinks before every move. The flip is the danger; the thinking and the pose are your openings.
Deep Grey only summons: a thought (the lights sag while it thinks), then a spectre or something that moves. It is shielded while anything else in the building lives, summons included, so clear the room to open it. Once open, some thoughts are volleys instead: a few seconds of halved suction aimed at you. Its damage fades far slower than the others', so what you stack between windows mostly stays. The count of what it summoned is its own score.
Data, not code. Each row is a tier; the game reads it live.
Top-down art drawn to an 8×8 street lattice, 80 px pitch, 24 px margin, 608×608. Nudge until the arrows sit on your roads.