Spark Vault: Point, Pinch, and Cut Every Spark Free

Spark Vault looks like a bubble shooter and plays like a heist. Sparks are locked inside a lattice of energy nodes hanging from the emitter rail, and you are not here to clear the board: you are here to cut. Sever whatever holds a spark to the rail and it falls into the collector beam at the floor. Every node you fire is budgeted, so the whole game is finding the one node that is load-bearing.

Point and Pinch

Motion mode needs one hand and no calibration. Point your index finger and an on-screen reticle follows it; the emitter barrel tracks the reticle. Pinch your thumb and index fingertip together to fire. To trade the loaded node for the queued one, rest the reticle on the SWAP pad beside the emitter and pinch there instead. A dotted preview shows the full flight path, wall bounces included, with a ghost ring marking exactly where the node will land.

Keyboard and Touch Mode

Start with Control plays the same game with no camera. The Left and Right arrows or A/D sweep the barrel, Space or Arrow Up fires, and S or Arrow Down swaps the queue. On a phone, drag anywhere to aim and release to fire, and tap the pad to swap. Motion and control runs post to separate leaderboard rows, so neither mode competes against the other.

Cut, Don't Clear

Landing three or more nodes of one colour detonates the group, and anything left disconnected from the emitter rail falls, sparks included. A falling spark banks 250 points when it reaches the collector beam, and banking every spark is the only thing that clears a level. Cuts are where scores live: each cut cell is worth 20 points, doubled when five or more fall at once and tripled at ten, so one clean cut through an anchor beats a dozen tidy matches. Clearing a level adds 500 points plus 50 for every node still unspent.

Fields, Nulls, and Overloads

Fielded nodes sit behind containment clamps and refuse to match until a detonation next to them collapses the field. Null blocks never match and never collapse; they leave the lattice only by being cut off the rail. Good play earns boosters in the queue: a single match of five or more earns an overload node that blasts everything around its impact point, null blocks and fields included, and cutting six or more cells loose at once earns a rainbow node that takes the colour of whatever it lands beside.

Eight Levels, Three Lives

The run is eight hand-authored levels, from a two-spark warm-up to a seven-spark core breach, with node budgets growing from 12 to 42 as the sparks get buried deeper. Build carelessly and the lattice reaches the breach line and the level is lost. You have three lives for the run; a failed level costs one and can be retried, and your score carries across levels to the final tally.

Accessibility

The whole game plays with one hand and small movements; aiming is windowed to the comfortable middle of the camera frame so you never reach for the edges. Control mode removes the camera requirement entirely. Pausing is instant with a three-count resume, the game pauses itself when the tab loses focus, and sound can be muted from the pause menu, with the setting remembered between visits. On phones it plays in portrait.

Camera and Privacy

Hand tracking runs entirely in your browser; camera frames are never sent anywhere. Read the privacy policy for details; the play space guide covers distance and framing for fingertip aiming.

FAQ

Do I have to clear the whole board?

No. Only the sparks matter. A level ends the moment every spark has reached the collector beam, however much lattice is still hanging.

Why did my shot's colour change?

The emitter only loads colours still present in the lattice, so you are never handed a node with nothing left to match.

What is the fastest way to score big?

Find the anchor. Cutting ten or more cells loose in one shot pays triple per cell and usually drops a spark or two with it, which is worth more than any match chain.