5
hostile worlds
Each changes hazards, enemies, rhythm, and boss pressure.
PRESS / EDITORIAL
Chaos Core is an iPhone-first orbit roguelite where movement is aim, weapons become a living system, and a small glowing Core grows into a dangerous constellation.
THE EDITORIAL HOOK
Drag from anywhere to steer. Tap to control the swarm. Dash through danger. The input stays immediate while orbit weapons, behaviors, and evolutions keep rewriting the run around the player.
5
Each changes hazards, enemies, rhythm, and boss pressure.
127
Deterministic drafts turn every run into a different answer.
17
Orbit weapons cross into chains, fields, shatters, and evolutions.
4
Each changes the verbs and tempo a build starts with.
REAL GAMEPLAY · 22.9 SECONDS
Void, Solar, Glacial, Meteor, and Singularity each introduce a different hazard language and close with a boss designed to break whatever felt safe.
THE INTERFACE IS PART OF THE GAME
Menus stay inside the same luminous world as the arena. Progression, decisions, and competition feel like one continuous system.
Deterministic snapshots · Current build · No concept art
BUILT FOR IPHONE
Chaos Core is written in native Swift. There is no cross-platform game engine between the player and the platform.
The simulation, renderer, audio, haptics, interface, Game Center integration, and commerce have distinct boundaries so each part can stay focused on the job players feel.
The iPhone shell, menus, navigation, accessibility, and commerce.
The live arena, touch input, frame pacing, enemies, weapons, and VFX.
A deterministic fixed-step simulation keeps outcomes reproducible.
Global, weekly, and friends Endless leaderboards with local fallback.
Impact, dash, pulse, damage, and reward feedback shaped for iPhone.
Responsive game audio with a native lifecycle and interruption model.
Physical-device runs use Instruments, MetricKit, and signposts to inspect frame pacing, power, memory, hangs, and the exact transitions players feel.
The simulation is isolated from rendering, audio, haptics, and commerce so gameplay can be replayed and tested without a screen.
SwiftUI screen states, SpriteKit object catalogs, and live renderer captures cover the interface and the arena without pretending animated gameplay is a static image.
Reduce Motion, Dynamic Type, readable touch targets, optional haptics, and signed-out Game Center fallbacks are part of the product rather than afterthoughts.
THE STUDIO
Appicture is a one-person studio in Amsterdam, created by an independent developer with a decade of experience building with Apple technologies.
Chaos Core is the studio's first original game and the beginning of a longer plan: focused games built natively for Apple platforms, one interaction and one frame at a time.
No forced ads. No subscriptions. No cross-app tracking. No Appicture account required.
READY-TO-USE COPY
Short description
Chaos Core is a native one-thumb orbit roguelite for iPhone: steer through dense swarms, evolve a living weapon system, and survive five hostile worlds.
Full description
Control a luminous Core through fast arcade runs where movement is both survival and aim. Automatic orbit weapons grow through 127 upgrade cards into chains, fields, shatters, explosions, and run-defining evolutions. Five worlds change the pressure around every build; Endless mode connects them into one escalating Game Center run. Built natively for iPhone with SwiftUI, SpriteKit, Game Center, Core Haptics, and responsive native audio.
MEDIA LIBRARY
Assets may be used for editorial coverage of Chaos Core and Appicture. Please preserve the original aspect ratio and do not imply Apple endorsement.
512 × 512 PNG

1200 × 630 PNG
EDITORIAL / PRESS / CREATOR ENQUIRIES
Interview requests, additional formats, review access, technical questions, and editorial follow-up all go to the developer.