First-person arcade flight shooter. Wear OS. Motion controls. Wireframe world.

INTERCEPTOR — GAMEPLAY DEMO

A World Built
to be Destroyed

Interceptor drops you into a neon wireframe combat zone. Buildings cluster in districts. Towers pierce the sky. Bridges span open ground. All of it renders in real-time on a 400×400 round display via pure CPU rasterisation.

The world wraps toroidally — 13,200 × 13,200 units of grid. You never reach the edge. There is always more to destroy.

// World Constants
World Size±6,600 units (wrapping)
Buildings72 destroyable structures
Towers / Bridges24 / 7 static structures
Render distance2,800 units
Frame rate30fps (33ms loop)
Interceptor wireframe world

Your Wrist is the
Flight Controller

The watch is not worn during play. It is held in both hands — a miniature cockpit console. Tilt left to yaw left. Tilt toward you to climb. Tap the screen to fire.

Calibration captures your neutral orientation on launch. All input is relative. Every pilot gets a personalised zero.

Tilt Left/Right
Yaw — turn heading
Tilt Toward/Away
Pitch — climb and dive
Tap Screen
Fire — hitscan weapon
Hold Screen
Continuous fire
Interceptor flight controls

Rogues, Drones and a
Boss That Wants You Dead

Patrol Drones

7 simultaneous drones. Patrol until threatened, then engage. Two hits to destroy. First hit turns them hostile and red. Debris scatters on death.

Boss Encounters

Every 10 kills. Elongated fuselage, swept wings, four independent turrets. 120 ticks of warning before it appears. Two pulses of haptic feedback.

Hitscan Targeting

No bullet travel. Instant hit-test within 28 screen pixels of crosshair centre. Buildings register at 3.5× normal radius — they should feel satisfying to hit.

Destruction System

Buildings, arches, fuel tanks, radar dishes — all destroyable. 12 debris fragments per building. Physics simulation. They sink through the grid and dissolve.

Every Pixel
Earns Its Place

The watch display is circular. The HUD is designed around that constraint — not fighting it. Compass at the top edge. Altitude meter on the right. Hull indicator on the left. Enemy arrow on the bezel.

Cockpit cracks appear as lives are lost. A red flash floods the screen on impact. The world degrades as you do.

Score persistenceCross-session
Haptic events5 distinct patterns
Lives per session3
Invincibility window120 ticks post-hit
Interceptor HUD

In the Field

Request Beta Access

Interceptor is in active testing. Join the queue. We need testers on real hardware.

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