BARRAGE
v0.16.0
Lane Barrage
Play immediately as a guest or sign in to keep progression permanently.
Drag horizontally · Hold A/D or ←/→ · Pause button/P · F2 diagnostics
Level Select
Victory
Account
Create or sign in with a verified email account to sync progression on lanebarrage.com. Guest play remains available.
Notice
Message
Highscores
Each leaderboard sums the player's best score per level. Replays can improve a level score but never add duplicate points.
Admin Tools
Administrative features require an authenticated, active, verified administrator. Server APIs enforce the same rule independently of this interface.
Set the first campaign level at which each gun or consumable may be used. These restrictions also apply when replaying earlier levels.
Rank is earned from XP. Coin rewards still follow the private economy formula; configure additional consumables for each newly reached rank here.
Create, schedule and price deterministic coin offers. A SKU with purchase history cannot be deleted; disable it instead to preserve attribution.
Configure deterministic real-money price metadata, explicit calendar periods and exact rewards. Checkout remains unavailable until a payment provider is connected; Admin grants are managed per player in User Management.
Create and adjust the existing cosmetic reward catalog independently from Pass Management. Detailed cosmetic expansion is reserved for a later phase.
Select a stored debug run to recompute its trace totals.
Settings
Graphics settings only change presentation quality. Enemy counts, bullets, damage and game difficulty remain identical.
Passes
Every reward belongs to one exact season, month or ISO week. Access is verified by the server; dated rewards become claimable once their displayed UTC date has arrived.
Store
Spend earned coins on deterministic supplies. Every offer shows its exact contents before purchase—no random loot boxes.
Purchase History
Completed fixed store purchases are permanently recorded server-side.
Armory & Run Loadout
Choose your owned starting weapon and reserve up to three consumables. Reserved items are removed from the available Owned amount, but are only permanently consumed when you actually activate them during a run.
Putting an item in a slot reserves one database-backed unit. Removing it returns that unit. Activation clears the slot immediately and permanently consumes that reservation; unused items survive wins, losses, quits and refreshes.
Paused
Press P again to continue