Mainframe Gaming
MAGDUMP
Empty the whole magazine.
A high-octane bullet-hell action roguelite. Guns, grenades, rocket launchers — level every one of them, then hold the trigger down and see what the screen can take.
Bullet hell.
Bullet heaven.
Both, at once.
Enemy patterns bloom across the arena while your own ordnance answers in kind. More emitters, faster cadence, bigger blasts — the pressure comes from both directions and it never lets up.
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Density
The screen fills. Then it fills again. Reading the gaps is the game.
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Damage
Numbers that come off enemies hard enough to leave the screen.
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Cadence
Fire rates that climb until letting go of the trigger stops being an option.
Level
the arsenal.
Nothing stays stock. Every weapon you carry grows across a run — and the build you end with is nothing like the one you started holding.
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Guns
The baseline that never stays baseline. Rate, spread, and everything downstream of the trigger.
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Grenades
Thrown, fused, and loud. Area denial for when the gaps stop being readable.
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Rocket launchers
Impact, blast, knockback. The answer to a problem that has too many parts.
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And whatever comes next
The toy box is still being filled. That is most of the fun of building it.
Every run
is a seed.
MAGDUMP runs on a deterministic simulation: the same seed plays the same run, on every machine, down to the last bullet. Chaos on screen, none of it accidental.
Footage incoming
The game is early. Screens land when they are worth showing.
Mainframe
Gaming
A two-person studio — one who backs, one who builds. MAGDUMP is solo-developed, on an engine written in-house rather than bought.
Press and business: hello@playmagdump.com