Axon Surge
(full screen = better experience)
AXON SURGE
You have no weapons. The enemies are your weapons.
You are a powerful psionic core trapped in the middle of a biological battlefield. The swarm is coming for you, but you don't need a gun. You grab the enemies themselves and turn them against each other.
Use your psionic powers to catch, drag and throw pathogens in real time. Smash them into each other and trigger their abilities: cut enemies in half with a Piercer, leave toxic plasma behind with a Spore, turn a Cluster into a storm of fragments, or collapse the swarm into a gravitational singularity with a Parasite.
And then things start getting stupid.
Different enemies interact with each other, creating chain reactions that can wipe out huge parts of the battlefield. Matching enemies can trigger even stronger versions of their abilities, turning a good throw into a ridiculous chain reaction.
The Heavy Shield adds another option. Throw it into the battlefield and it becomes a stationary defensive weapon, protecting the core while automatically turning towards incoming threats. Sometimes the best weapon isn't the one that kills something. It's the one that keeps you alive long enough to make the next throw.
Build Your Core
Destroying enemies generates XP. Collect it by moving towards the orbs or pulling them towards you with your psionic powers. Fill the core and level up to choose between different upgrades.
Powerups can expand areas and vortices, add fragmentation and guided projectiles, or give you new ways to control the battlefield. Your upgrades become part of the core itself, represented by coloured biological tentacles growing around it.
The stronger you become, the more ridiculous the battlefield gets.
Every Enemy Is a Weapon
Piercer is a fast enemy that can slice through other pathogens in a straight line.
Spore explodes into an acidic plasma pool that slows and dissolves enemies.
Cluster explodes into multiple cellular fragments, creating opportunities for chain reactions.
Parasite creates a gravitational vortex that pulls nearby enemies into a single point.
Heavy Shield is a heavily protected enemy that can be thrown into the arena and used as a defensive weapon.
The interesting part isn't learning how to kill each enemy.
It's learning what happens when you throw one into another.
A Bullet Hell Where the Bullets Are Alive
AXON SURGE is a continuous arcade bullet hell. There are no rooms to clear and no weapons to switch between. The arena stays around your core while the number of enemies, threats and possible reactions keeps growing.
The goal is simple: survive, build your core, and learn how to turn the chaos against itself.
AXON SURGE was created for Mini Jam 216, with the theme Psionic and the limitation Enemies are your only weapon. That limitation ended up becoming the entire foundation of the game.
This Is Only the Beginning
This is the beginning of something bigger. The long-term vision is to expand AXON SURGE with different types of cores, genetic memory, mutations, new enemies, bosses, new areas and permanent progression.
The goal is to keep building on the same core idea:
Grab the thing trying to kill you. Throw it at something else.
Then watch the chaos grow.
| Updated | 10 hours ago |
| Published | 6 days ago |
| Status | In development |
| Platforms | HTML5 |
| Publisher | GameBob |
| Author | jjlmoya |
| Genre | Survival |
| Made with | Lightweight Java Game Library |
| Tags | 2D, Arcade, arena, Bullet Hell, Fast-Paced, Physics, Sci-fi, Top-Down, webgame |
| Asset license | Creative Commons Attribution_NonCommercial v4.0 International |
| Average session | A few minutes |
| Languages | German, English, Spanish; Castilian, Spanish; Latin America, French, Hindi, Italian, Japanese, Korean, Dutch, Polish, Portuguese (Portugal), Portuguese (Brazil), Russian, Swedish, Turkish, Chinese, Chinese (Simplified) |
| Inputs | Mouse, Touchscreen, Smartphone, Stylus |
| Links | GameBob Studio |
| AI Disclosure | AI Assisted, Code |
Download
Development log
- [Last JAM UPDATE] AXON SURGE: THE CHAOS HAS ONLY JUST BEGUN4 days ago
- [Part III] Day 3: The Ecosomic Codex Awakens5 days ago
- [Part II] Day 3: Expansion: Genetic Memory Awakens5 days ago
- Day 3 - When Chaos Starts to Make Sense5 days ago
- Day 2 - Making the Chaos Feel Right6 days ago
- Day 1 - Progression, Powerups and More Things to Throw6 days ago

Comments
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Is there supposed to be music?
No, unfortunately the Jam version doesn’t have music, I prioritized the mechanics 😅 The final version will have music and sound effects
And I can’t upload a new version until the Jam voting ends
You can. Also you submitted the game 2 days early.
I take a layered approach with an MVP strategy. I uploaded the first functional version early and kept pushing improved updates over time. (You have the artifacts in the game page, with the version and time, you can download and try all the versions upload If you want to see the progress). This way I always have a working build ready which I think is the smartest way to develop. Every new build is pushed to itch.io upon my approval. In about a day and 3 hours when the JAM finishes I will be releasing a new update with some major changes. I want to be fair with JAM votes.
I am currently finishing up all the core systems and content loops which include:
You can check out my website which is updated daily outside of the jam as a build in public strategy https://www.gamebob.dev/en/games/axon-surge/
SFX and music will be added by the end of this week or next. For now I am focusing on building the core systems. Feedback is always welcome!
Oh. Cool! Maybe I'll try that strategy.