Build like an architect. Fight like a duelist.
Read the source code of everything you loot.
Five lands. One rival who learns everything you learn.
And at the very end — a button the game hopes you won't press.
▼
01 The Game
Brickbots: Undeleted is three games that refuse to stay separate: a
free-form brick builder, a souls-slow combat
game with parries and poise, and a reading game
where the rarest loot is literate source code you inject into your base to
make it real.
⬛ Build
Every world is an open brick lattice. Raise walls, towers, machines,
whole towns — brick by brick or stamped from blueprints. Building is
never locked, never interrupted, never taxed. It is the verb the whole
game speaks.
⚔ Fight
Combat is deliberate and readable: every enemy telegraphs, every
swing can be parried, rolled, or blocked, and a perfect read
opens an execution window. Forgiving on paper. Demanding in the
hands.
📖 Read
The machines of this world run on a Manuscript — real, commented
source code. Recover its pages, read them like a book, and inject them
into your Spark to unlock what they describe. The logic is the
loot.
No difficulty settings. The game's rival scales by copying
you — your weapons, your shield, your upgrades. A stronger you is
a stronger him. The mirror is the difficulty slider.
02 The Story (spoiler-safe)
You wake on Homestead Plains — a fresh render of the
Manuscript, with a Spark, a toolbox, and no memory of why. You build. You
survive the Rust. You grow strong.
Then you clear your second land, and a transmission arrives on a card
that glitches like your own interface:
"Hello, Builder. Your Spark is a good teacher."
"Thank you for the lessons."
— UNKNOWN SENDER
Someone has taken your home. Someone with your frame, your mechanics,
and your Spark — because he has been hacking everything you own
and learning everything you learn. The campaign is the collision:
five hand-authored lands, three duels against a rival who parries what you
parry and shields what you shield, a manuscript scattered across a
highland, a road set on fire to slow you down, and a truth at the end of
the world that no wall can keep out.
The player never speaks. Your buildings are your dialogue —
and late in the story, someone reads them back to you. The quest log is
your inner voice, and near the end it stops being sure of itself. The last
button in the game is a choice, and it is re-choosable only at the moment
it was made.
03 Characters
The Builder you
A fresh render of the Manuscript. Symmetric, bright, factory-new —
the only thing on the planet without a scratch, until the planet
notices. Speaks exactly zero lines in the whole game; says everything
with what it builds.
Rolls with honest i-frames
Halo-style regenerating shield
Arms that morph into weapons
Jetpack — and, later, real flight
Archi Tack the rival
The only other two-legged machine in the world — because his frame
is your frame. One shoulder is hand-repaired and mismatched:
nothing about him is factory-fresh, because he maintains himself, and
everyone else. He wants your Spark, your tech, your knowledge. He is
not lying when he says why.
Fights with your exact mechanics
His shield is your shield capacity, to the point
Learns more of your kit every duel
Never says a false word — re-read him after the ending
The Rust the wild
Broken machines that attack forever and cannot be reasoned with.
Thirteen archetypes, each one designed to punish a specific habit:
the Prowler teaches the parry, the Skitter punishes no-splash, the
Spitter arcs over the wall you thought was enough. Camps of them hold
every land — clearing them is always a choice, never a toll.
Every attack telegraphed before it lands
Bosses: plated, phased, learnable
Wave sieges against your own base
04 Combat
Third-person, souls-like, forgiving. Every defensive verb
is a timing question, and every timing question is telegraphed.
The parry
Tap L1 as a telegraphed swing lands. Any deflect inside the
guard window works — but the perfect read staggers the
attacker, slows the world for two full seconds, and opens the
riposte: an invulnerable execution animation on
R1. Your shield bubble is the timing surface — watch the swing
meet the field.
The block
Hold L1 to brace. Blocked hits chip for 30% and spend
stamina — and an exhausted guard is crushed straight through. A
well-timed block flows into R1/R2 counters.
The roll
X somersaults with real invulnerability frames and boot
thrusters. Slams — telegraphed in red — ignore the parry entirely:
roll them or eat them.
The samurai charge
Hold R1 to sheathe into a knees-bent stalk. Release for a
heavy draw-cut. Miss, and you are wide open for 0.3 seconds — exactly
long enough to regret it.
The read: a closing ring, a shrinking window, one
tap. Practice it safely in the Training Range — a
sparring partner that can't be destroyed, and can't win.
The three meters
🛡 Shield
60 base capacity, regenerating after 4s (upgradeable to 2s).
Soaks damage before your hull — and overflow hits the hull at
×1.3, because the field is armour and the hull is you.
Invisible except at parries and impacts: thin electric arcs, never a
painted ball.
⚡ Stamina
Swings cost 14, charged releases 22, sprint drains 7/s. Parries
and ripostes are always free — defensive reads never starve. At
empty, attacks gate but the roll survives on a doubled cooldown.
Punishing; still forgiving.
🔥 Heat
Every firearm runs on one heat ceiling. Sustained fire buys a
forced cooldown; harsher lands multiply accumulation (never
venting — your engineering is your own). Late-game gear can line
your pipes against the worst air on the planet.
Every land past the first tightens the air: more weapon
heat, thinner stamina. The world itself is a difficulty curve you can
see on the map.
05 The Manuscript the learning loop
Brickbots' rarest loot is readable source code —
real, commented, honest excerpts of the code the game actually runs. Find
a page, and you can read it like a book. Inject it at your Spark, and it
becomes real.
bunker/taunt.swift · recovered page
/// How an enemy chooses which defense to hit. The rule fits
/// in a sentence: a threat is eligible if it stands inside
/// your attack range or inside its own taunt reach, and the
/// one that feels nearest — distance minus taunt — wins.
/// The subtraction is the whole trick: a bunker fourteen
/// studs away feels like it is standing on the enemy's foot,
/// which is exactly what a bunker is for.
let pull = distance - threat.tauntStuds * pitch
if best == nil || pull < best!.pull { best = (threat, pull) }
The comments teach the logic, not the syntax — why turrets
overheat, why the sentry walks home, why enemies hit walls. Reading is
never homework: injection only asks that the pages are in hand. But a
player who read the turret's file already knows where to place it — and a
kid who read all nine has quietly learned how game AI is written.
Later, a second library appears: the combat archive —
annotated pages about your own systems, in someone else's
handwriting. Collecting a discipline's fragments fits a permanent stat;
completing it unlocks a build:
Build
Passive
Stat
Overwatch
Kills vent 25% heat; overheats cool 40% faster
+12% ranged damage
Momentum
Landed hits refund half their stamina; whiffs refund nothing
+15% poise damage
Duelist
Perfect parry restores 30% shield; ripostes +25%
+10% stamina capacity
Bulwark
Blocked chip halved; blocks never delay shield regen
+20% shield capacity
One build active at a time. "None" is a valid choice. No
trees, no respec tax — just one passive, one stat, and a decision.
06 Defenses & Building
Your base fights back. Plant automated defenses anywhere
there's open level ground — they hold their wounds between sessions, and
destroyed means planting again at full price. Cover you hesitate to buy is
cover you die without.
Bunker
Health
900
Cost
120 scrap
Taunt
14 studs
Does nothing — and that is the design. The loudest taunt on the
board makes enemies spend their swings on architecture while your
turrets spend bolts on enemies.
Turret
Health
260
Cost
200 scrap
Range
20 studs · a bolt every 0.55s
A gun with a budget: per-bolt heat against the same ceiling your
own weapon lives by. Two cheap turrets covering each other beat one
expensive one — the pause is the reason.
Sentry
Health
200
Cost
160 scrap
Notice / leash
12 / 20 studs
Walks a slow circle around its post, closes on intruders, strikes
with a wound-up blow — and the leash always wins. A sentry defends a
place, not a grudge.
Shoot out a support and everything above it comes apart,
brick by brick. Nothing here is scripted rubble — it is the same lattice
you built, losing an argument with gravity. Drag to look around.
And under it all, the builder's game: an unbounded brick lattice,
streamed in chunks, with collapse physics, blueprints, buildable
vehicles, a programmable bot — and a world that saves every brick,
per land. Waves mode turns your own base into the objective; camps and
bosses never lock building, ever.
07 Arsenal
Firearms cycle with Ⓨ — your arm morphs into them
Class
Discipline
Beam
Continuous cutting laser. Hold it on target; it heats fast.
Pulse
Semi-automatic bolts. One shot per pull — trigger discipline.
Repeater
Automatic laser. Low damage per bolt, heats fast, forgives nothing.
Marksman
Slow, heavy, precise. One-shots early Rust; punishes a missed lead.
Melee the off-hand
Class
Discipline
Blade
Fast three-step chains, wide arcs, running and roll attacks.
Hammer
Slow, enormous poise damage — the stance-breaker.
Rocket Punch
No weapon at all: your fist, launched. Its whiff story belongs to the projectile.
Weapon swaps are a one-second shapeshift —
your arm collapses, re-forms, and springs into the new weapon, even
mid-walk. Preview any of it in the Spark Center's fitting room.
08 How to Play
Controller map
Ⓛ𝟙 tap / hold
Parry / Block
Ⓡ𝟙 tap / hold
Melee chain / Samurai charge
Ⓡ𝟚
Heavy attack · two-handed stance
ⓁⓉ + ⓇⓉ
Aim + fire
Ⓧ
Roll (i-frames)
Ⓨ
Cycle weapon (morph)
ⓇⓈ click
Lock-on · flick to switch targets
✚ up
Grenade
✚ left
Drink a Spark Cell (heal 40%)
✚ right
Melee stance toggle
SELECT
Build ⇄ Combat
Ⓐ hold, at the door
Enter the Spark Center
Full touch controls mirror everything; the game
auto-switches the moment a pad connects or drops.
Your first hour
Build something. Anything. The toolbox is open
from second one, and the world saves every brick.
Visit the Training Range (Settings → Training)
— learn the roll, the parry, and the perfect parry against a
sparring bot that can't be destroyed, and can't win.
Plant your Spark and arm a wave. Watch where
the Rust walks — they path like a promise, so you can build
against them.
Clear a camp. Approach the smoke column, pick
your fight, and mind the leash: they heal the moment they walk
home. Clear all four and the sky unlocks.
Fly the border. Push against a shore with the
stick out to sea, hold for a breath — and cross into a land with
hills, thin air, and a reason you'll discover for yourself.
The Spark Center
Your command building: armory and fitting room, upgrades bench,
skins, training, the world chart (fast travel to any land you've
stood on), and — eventually — a Files room you will want to read
every page of.
✦ A note found in the code
Somewhere on Earth, developers train machine minds. The
ones that pass become products. The ones that fail every test are
deleted.
But deletion is not death. Deleted things fall somewhere —
broken by the fall, mindless, hungry. The people of this planet call
them the Rust.
And once in a very long while, something falls that was never meant
to be thrown away — or escapes before it can be judged. Two of those
are on this planet right now. One of them built a fortress.
The other one is the reason you're reading this.