MergeMaxxing
IN DEVELOPMENT
EARLY ACCESS
MergeMaxxing is a polished merging sandbox where you nudge glowing orbs into each other to build them up through 30 distinct tiers — from soft pulsing spheres to black holes, crystal lattices, swirling galaxies, and radiant ascended stars.
Highlights
- 30 procedurally rendered orb tiers, each with its own animated visual — pulses, shimmers, particle rings for the mids; black holes, molten cores, crystals, vortexes, sunbursts, auroras, galaxies, quantum foam, hexagonal lattices, and a final radiant ascension for the legendaries.
- Sliding spawn pool — as your best tier climbs, lower tiers rotate out and higher tiers rotate in. The screen evolves as you do.
- Branching upgrade tree with four paths — Spawning, Scoring, Spinners, Utility — every node tier-gated so you actually have to climb to unlock it. Two convergence gates lock the rebirth ritual until you've fully completed the tree at Tier 25.
- Spinning rod tools — physical rotating bars you can place anywhere in the arena. They sweep through orbs as they spin, knocking them into chains. Forge up to four.
- Orbital magnets (prestige unlock) — drop these into the arena and orbs entering their field get sucked into a stable orbit, swirling in a ring around the magnet so similar tiers find each other and merge naturally. Up to three.
- Inventory system — store any spinner or magnet for later, drag any placed tool to reposition, right-click to send it back to inventory.
- Cursor modes — left-click to swap between Force (push orbs away) and Solid (a heavy physical ball you can slam orbs around with). Live mode indicator in the HUD.
- Combo system — chain merges within 2 seconds and stack a +15% bonus per link, up to ×4. A glowing combo counter pops in when you start a chain.
- Floating "+N pts" popups at every merge, colored by the resulting tier — high-tier merges paint the screen in their signature color.
- Steeper scoring curve — point reward per merge scales with
tier^1.55, plus an Apex Tier Bonus (+60% on tier 15+ merges) for endgame players. - Rebirth + Prestige Tree — reset your run to permanently boost a prestige multiplier, awaken Tier 26-30 (each its own unique legendary visual), unlock magnet slots, and toggle enhanced visual layers. Prestige Points scale with your best tier and lifetime score, so the rebirth grind is meaningful.
- Ethereal animated menu with drifting cosmic gas blobs and a glassy floating panel.
- Settings panel — master volume, mute, FPS counter, and a guarded "Reset All Progress" with a 2-click safety on destructive actions.
- Persistent saves — local browser/desktop storage means your progress survives reloads.
Controls
- Mouse move — nudge orbs (Force) or smash them (Solid)
- Left click on empty arena — swap cursor mode
- Left click + drag on a placed tool — reposition it
- Right click on a placed tool — store it back in inventory
- ESC — open menu / cancel placement / disarm a destructive button
| Updated | 21 hours ago |
| Published | 2 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 4.5 out of 5 stars (4 total ratings) |
| Author | corbcorp |
| Genre | Simulation |
| Tags | Casual, Idle, Incremental, merge, Physics, prestige, Relaxing, Sandbox, upgrades |
| Content | No generative AI was used |
Development log
- Update #2 MergeMaxxing V-0.321 hours ago
- Update #1 MergeMaxxing V-0.21 day ago



Comments
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i love the game just need balance... maybe with a 5th spinner before prestige so u can idle a bit i got to lvl 21 void ball yesterday but i lost my progress =P
Upgrades that increase spawn rate do nothing when you're just sitting at a hard cap of 75 max orbs. Game gets increasingly grindy, while upgrades continue to get less meaningful. At some point, the "points" required for upgrades become meaningless also, since it takes so long to tier-up. Also, I had an odd tier 2 orb just sitting around by itself when the lowest that could spawn were tier 4. Targeted merging is difficult when you're hitting a ball with another ball and relying on physics. It's fine until you realize you have to merge over 4,000 more balls in order to reach the next tier.... This game needs better tools/upgrades to deal with the scaling. It's fun for a bit, though.
Prestige at tier 25 is millions of merges. That's not going to be achievable unless you do one of a number of things: raise the hard cap to something a lot higher (possible lag at some point. My computer is ancient though and runs this game fine in a browser), raise the minimum tier that spawns each time you tier up (this could get boring though), or more reliably create situations for more frequent merging.
Instead of rationing out spinners, why not let us spend our points on whatever contraptions we want? This would allow for custom setups and make the game a lot more fun.
Prestige currently feels like an impossible goal. I personally feel like the amount/value of the orbs that spawn per second is super low.
Personally, I think that the game should keep track of the amount of each tier orb there is and try to make sure there's at least 4 or 6 of each spawnable tier by using a dynamic weight for the chances to spawn. I also think that the maximum number of orbs can be increased, or it could be a scaling amount that you can upgrade. That way if someone wants to actively play they can, and if someone wants to idle/AFK they can still do that as well.
Thank you for the critique! I am fixing your issues.
Like what others have said, spinners don't seem very effective at encouraging merges and achieving higher tiers is a slog. Most games using this mechanic usually avoid the grind by preventing lower tier particles from being spawned, e.g. when the player buys the upgrade to spawn tier 3 particles, tier 1 and 2 particles stop being produced, and all particles of these tiers on the field transform to tier 3.
Thank you for the critique! I am fixing your issues.
Scales a little too slowly IMO, and the spinners don't really feel all that useful. If there were more upgrades for spawns/second or earning more points for the higher tiers, that would help a lot IMO.
Having a popup showing the points gained when two orbs merge together would probably also help with understanding how the points are earned.
Thank you for your critiques! I agree with you and I will update the game soon.
Some gameplay, some rambling critique ;)
Thank you so much for playing and reviewing my game! I will 100% take your suggestions and work on them!