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Tomorrow a molecule named Rotifer dives into the Core of the fifth and final world. Nobody has ever come back out of it to say what's inside. He's leaving behind a book with everything he learned on the way from mass 20 to mass 150. If he doesn't come back, the book is yours. Your mass is 20. Everyone starts at 20.
Every molecule has its mass written on it, and the bigger one eats the smaller. Anything bigger than you is dangerous, but with the right artifact you can still take it down.
At the center of each world sits the Core. It pulls on everything around it, and anyone who drifts too close loses mass to it in thin strands. Every world ends the same way: something very long comes out to tidy up. A worm can't be eaten, only outlasted. Then the Core opens, you dive in, and you come out in the next world.
The first world, SYNTHESIS, is the gentlest of the five, with no venoms yet. Rain drums on the glass, and nobody knows whose glass it is. When the rain brings lightning, gold appears exactly where it's about to strike. Take a little and leave.
FERMENT smells like bread that's thinking about something. Its swamps digest whoever wades in, slowly. This is where the venoms show up. The LIGHT WORM's beam boils the mass off anything in front of it, so stay to the side.
CRYOSPHERE has two sheets of polished ice. On them everything slides and steers like a shopping cart, which makes running away easier than giving chase. When the ice cracks, gold comes up along the crack. The FROST WORM breathes snow and slows down whatever it catches.
MAGMA is full of rifts, and every rift is a door: fly in and you come out of whichever one you were heading for. The LAVA WORM climbs out of a rift with two heads, and both breathe fire.
The last world, ENTROPY, is running out of room. Again and again the edge cuts away a marked band, along with everyone still in it, and that band is exactly where the only gold grows. At the end, the MAW comes through a wormhole to finish things.
Getting bigger isn't the only way to grow. Five stars in a world give your molecule that world's mutation, and with it a new ability on a double tap. MIASMA releases a toxic cloud. WRAITH breaks into particles and reassembles where you tap, or somewhere safe on its own when something is about to eat you. PARASITE pulls mass from the three nearest molecules with its tendrils, VOLT chains lightning from one molecule to the next, and SPOREX fires volleys of spores. The starting form, PLASMA, dashes on a double tap. You can also unlock the mutations early in the shop.
A venom latches onto the biggest molecule nearby and drinks from it in three sips, so the more you grow, the more it likes you. When it's done, it leaves behind a glowing crumb it couldn't digest. That's an artifact. There are six kinds, from a shield to a magnet that pulls food your way, and you can carry two.
The pictures in Rotifer's book are drawn by the game itself, and they move. The pages stay asleep until you meet what they describe. And what he thinks lies at the bottom of the last Core, you'll read on the last page, once you get there.
You can play online against other players through Game Center. In every match, the molecule that has eaten the most wears a medal, and the week's champion gets a crown on the weekly board. After each world you clear, the game cuts a reel of your best moments to share. As your level grows, new trails and eating effects open up, along with new looks for PLASMA.
The game is free. There are no loot boxes and no timers, and every mutation and every world can be unlocked just by playing. There is one ad: when you die, you can watch a short video to keep going, or skip it. Remove Ads turns it off.
Made in Texas by Rogue Rock Labs.
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What's New in Molecule
1.0.1
December 18, 2026
10
Subscriptions & In-App Purchases
$3.99
WRAITH Mutation
The WRAITH mutation and its ability.







