Drag from your cell to another to grow a tendril. Longer tendrils cost more energy.
A tendril to a rival or neutral cell drains it. Hit zero and the cell is yours. A tendril to your own cell feeds it.
Swipe across a tendril to cut it. Everything past the cut slams into the target. Cut near your cell for the biggest hit.
Dots above a cell show its tendril slots. Cells earn a second slot at 15 energy and a third at 40.
When two rival tendrils meet they push. The stronger flow wins the tug of war.
Rocks block tendrils. Find a route around them.
Toxic water makes tendrils that cross it cost more and carry less energy.
Cells with a shell take only half damage.
Gold-ringed cells grow almost twice as fast. Take them early.
Spores come from taking cells, catching orbs and time. Spend them on mutations: Infect (2) drains a cell for 8 s, Convert (4) takes a weak cell at once, Surge (2) doubles your growth, Steal (1) lets you cut rival tendrils and keep their energy. Keys 1–4.
Orbs drift across the board. Touch one with a tendril to catch a spore and energy.