The Hunter Foundry presents

GeomStorm

Greed is the score.

A twin-stick arena shooter built for touch. Escalating waves of behaviorally distinct enemies, a multiplier you have to fly out and earn, and every death your own fault. Both thumbs. No mercy.

Get the launch email App Store · soon

Coming 2026 · iPhone

01 // The core loop

Points come to those
who fly out and take them

01

Kill

Every kill drops geoms — glowing dots that fade in about four seconds. The storm doesn't slow down while you decide.

02

Collect

Only collected geoms grow your multiplier. Not kills — collection. Scoring is spatial: the points are over there, in the middle of everything that wants you dead.

03

Don't die

Death resets the multiplier to ×1. The bigger it gets, the more it hurts to lose — and the harder it pulls you toward one more geom.

Safety or greed — you choose every second.

02 // Know your enemy

Readable. Telegraphed.
Still going to get you.

Every archetype has one behavior, one shape, one color — exactly as they render in-game. You'll learn them fast. Surviving them is different.

Chaser

Flies straight at you. Dies easy. There are always more.

Weaver

Seeks on a sine wave. Punishes lazy aim.

Ambusher

Lies dormant — then dashes to where you're going to be.

Splitter

Tanky. Kill it and three fragments come back for you.

Dodger

Slips sideways around your shots. Rewards real precision.

03 // What's in the storm

Built to be chased,
not finished

No forced ads. Ever.

An ad only ever plays because you asked for it — trade a video for geoms or a continue, or don't. No interstitials, no timers, no "watch this to keep playing." That's a design pillar, not a settings toggle.

A 200-level campaign

Twenty acts of escalating pressure with bosses that keep learning new tricks — plus an endless mode where the wave director never runs out of budget.

One seed, the whole world

Daily and weekly challenges are generated from the date itself — every player on Earth faces the exact same storm. One attempt at the daily. All week to master the weekly.

Leaderboards you can trust

Every run is recorded as a replay, and scores are validated against the simulation itself. The board you're climbing is real.

Seven ships. Three arenas.

Different handling, different guns, unlockable trails — earned with geoms and achievements, not paywalls.

60fps, hundreds of enemies

Neon vector rendering tuned for phones: glowing lines, warping grid, bloom — and a simulation that stays fair at any refresh rate.

04 // In the arena

Screenshots

capture 01 — pending
capture 02 — pending
capture 03 — pending