PIN0%
NULLSET
// SIGNAL INTERCEPT

NULLSET

DON'T GET PINNED_

A touch-native hacking roguelike. Route your relays, breach the stack gate by gate, siphon the payload — and scrub the line before the trace pins you.

Get it on Google Play
COMING SOON · iOS
DESCEND
// INTERCEPT

Work for hire on a dead line.

You're an operator. Contracts come in cold over the Wire — a switch to tap, a vault to crack, thirty days of metadata somebody wants buried. Take the job. Take the money. Ask nothing.

The Exchange that pays you doesn't buy data to sell it. It buys to keep it. Every payload you pull, they file — including the ones about operators. About people like us.

// THE BREACH

Four moves. One window.

01

ROUTE

Chain relays across the grid. The longer the route, the colder your origin runs.

02

BREACH

Every gate takes its own tool. Crack them down the tree — perimeter first, then the ice beneath it.

03

SIPHON

Reach the core and draw the payload before anything in the stack wakes up.

04

SCRUB

Wipe every relay behind you. Leave one warm and the Pin lands on your name.

PERIMETERBREACHED
SENTRYBREACHED
CIPHERBREACHED
VAULTBREACHED
PAYLOADSIPHONED
PIN
// THE KIT

Six instruments to start. All of them illegal.

Each gate is a different lock. Bring the wrong instrument and you don't get a second pass — only a hotter trace. The kit grows the deeper you go.

PRY
PERIMETER
Forces the outer shell open.
JAM
SENTRY
Floods the watch blind so it never sees the hand.
HASHJACK
CIPHER
Cracks the cipher in place, key and all.
SOLVENT
VAULT
Eats through the vault seal.
SIPHON
PAYLOAD
Draws the payload clean off the core.
SPOOF
DECOY
Throws a ghost on the wire for the trace to chase.
// THE GRID

One open grid. It starts in Montréal.

More cities open as you earn your way in — go where the work is. Cleared cities stay yours to walk back into, records only ever climb, and nothing you've earned is ever taken back. Leave a city standing at OPERATOR — come back sharper and take it at EXTREME.

// THE DEEP

The job ends. The descent doesn't.

// ENDLESS

THE DEEP

Past the last ending, the floor keeps dropping. Endless stacks, colder ice, deeper takes — and prestige that resets the climb to make you sharper. A hundred ranks down, and still falling.

// ALL OR NOTHING

THE WELL

One shaft. No checkpoints. The fall only gets faster, and the vault only pays at the bottom — get pinned anywhere short of it and all you keep is the depth you're remembered by.

// ASCENSION

From noise to null. Then past it.

Your standing climbs a ladder of aliases. Most operators never clear the middle. The ones who do find the ladder doesn't stop at the top.

01NOISE
02ECHO
03GHOST I
04GHOST II
05GHOST III
06WRAITH
07NULL
// THE DOSSIER

Every breach writes a file.

NULLSET remembers. Contracts unfold a story told in dossiers, intercepts, and the voices on the far end of the Wire — and how it ends turns on the calls you make. Underneath it all runs a score with no master tape: every track is generated live, tightening as the Pin climbs. No two breaches sound the same.

SINGLE-PLAYEROPEN WORLDFULLY OFFLINENO ACCOUNTSGENERATED SCOREAUTO-SAVESBRANCHING ENDINGS
DON'T GET PINNED.
NULLSET — free on Google Play. No accounts. No sign-in. Fully offline.
Get it on Google Play
COMING SOON · iOS