Claim
Draw. Enclose. Survive. A risk-reward territory-capture arcade game.
Claim your territory. Stay out of sight. Know when to cash out.
Claim is a fast-paced territory-capture game in the spirit of classic arcade hits like Qix and Xonix, with a twist: the longer you push your luck, the bigger your reward - and the bigger the risk.
Leave the safety of your captured ground, draw a line across open territory, and return to seal it off. But never touch your own trail - and never let a guard cut it first.
๐ Start with the tutorial Twelve short guided steps on a practice board teach every mechanic by playing it, and nothing there costs you a life. Or skip it and jump straight in.
๐๏ธ Guards only chase what they see Every guard has a facing direction and a visible vision cone: yellow while unaware, red the moment it spots you. Pillars block their line of sight, and once you slip away they search your last known position before giving up. Sneaking past behind a back is a real option.
- Wanderer (red) - moves randomly
- Hunter (light red) - narrow cone, sees furthest, hunts you down
- Guardian (purple) - lurks deep in open field
- Nervous (orange) - wide cone, short sight, twitchy
- Cutter (teal) - ignores you and goes for your line, cutting it instead of costing a life
๐ฏ Shoot back Tap without swiping (or hit spacebar) to fire in the direction you're facing and take down a guard for bonus points. Cornered by your own trail? Shoot it - each shot blasts out exactly the block it hits, for a chunk of your score. An emergency exit, not a shortcut.
๐งฑ A board that fights back From level 2 the field stops being empty: pillars block you and the guards, pits stop only you while guards walk right through, and a golden bonus zone pays triple. From level 4 some pillars roam the board and slice through any line they roll over.
โ Mystery orbs Every orb is a gamble. Grab one and it spins before it reveals itself: a power-up like Speed, Shield, Freeze, Chain Guard, Rapid Fire or Spikes - or a power-down like Confuse, Fog, Alarm, Slow, Reinforcements or Drunk. You only find out once you take it.
๐ช Pick a gadget Before each run, choose your tool. The Grapple Hook yanks you two cells forward through open ground. The Smoke Bomb makes you invisible to every guard for a few seconds. Both recharge on their own cooldown.
๐ Choose your edge Every completed level offers three random upgrade cards, and you keep one for the rest of the run: an extra life, faster reloads, quicker feet, better payouts, a shield at every level start, more boosts, longer power-ups, or a smaller footprint in a guard's sight.
๐ฐ The risk-reward hook Once you've claimed 75% of the map, you can cash out anytime - or keep pushing for a growing risk bonus. Just one guard catch away from losing it all.
๐ฎ Play it your way Three modes: Normal, Chaos (orbs everywhere) and Zen (guards stand still). Three cameras: a fixed board, a camera that follows you, or one where you shove the whole board around with mirrored controls.
You've got 3 lives. Lose them all, and it's game over. Chase your high score - one per mode - unlock achievements, and see how much territory, and nerve, you really have.
Development log
- New Version55 days ago
- New Version56 days ago
- New Version56 days ago
- Changelog56 days ago



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