About Us

Magnet Blast (magnetblast.com and the Android app)

Magnet Blast is made by Zapyard — an independent, one-person hobby project, not a studio or registered company. "Zapyard" is just the name this game is published under, built and maintained in spare time because making games is fun.

What we're going for

A fast, arcade-y multiplayer game you can jump into from a browser or your phone with no downloads, no accounts required, and no pay-to-win — just magnets, physics, and repelling your friends across a map. It's built to be iterated on constantly: new maps, modes, and balance changes ship regularly based on what's actually fun to play.

A small, independent project

There's no company behind Zapyard — no office, no team, no investors. It's run and updated by one person. That means updates can be fast and a little scrappy, and also means support is best-effort rather than a full customer service operation. If something's broken or feels unfair, reaching out genuinely helps — it gets read and, where possible, fixed.

How the game actually works

Magnet Blast is built around one simple physics idea: every player is a magnet, and magnets attract loose metal balls scattered around the arena. Hold down the pull input and nearby balls get yanked into orbit around you, circling faster the longer you hold. Release, and every ball you've gathered fires off toward wherever you're aiming, curving inward to merge into a single line at medium range before fanning back out — so a well-aimed shot reliably lands even at a distance, while a poor one still has a chance to clip something on the way past. Get hit by enough balls and you go down; every other player in range at that moment is a target, and knocking a rival into a hazard zone (lava, electrified floor, a bottomless pit, depending on the map) is usually worth more than a straight hit. Bigger clusters of balls hit harder but slow you down and make you an easier target yourself, so there's a constant risk/reward tension between greedily hoarding balls for a big blast and staying nimble enough to dodge everyone else doing the same thing to you.

Game modes

The core loop currently supports three distinct modes, each changing the math in a different direction: Classic is standard free-for-all — highest score when the 120-second timer runs out wins. Turbo doubles movement speed, speeds up projectiles, shortens the gap between shots and cuts matches to 90 seconds, trading strategic positioning for fast, chaotic reflex play. Big Ball Mayhem makes every projectile 1.8× larger, 1.3× more damaging and 1.6× heavier on knockback, so individual exchanges are far more decisive and dodging is much less reliable. All three are playable on every arena from level 1 — nothing about the modes is locked behind progression. There's a full breakdown on the game modes page.

Arenas

Each map changes not just the scenery but how fights actually play out. Mega Yard is a wide-open sandbox good for learning the ropes. Frostbyte Keep is a snowy stone castle with perimeter walls, corner towers, raised battlement catwalks, and a frozen pond — its verticality and cover reward players who use the terrain instead of just chasing kills in the open. Duel Pit is tight and confrontational, built for close-range 1v1-style exchanges rather than long-range sniping. Lava Pit surrounds the play area with instant-death hazard zones, so every knockback becomes a potential elimination rather than just chip damage. Maze Lockdown twists the map into narrow corridors and blind corners, turning positioning and map knowledge into as much of an advantage as raw aim.

Progression and cosmetics

Playing public matches and completing daily and weekly quests earns coins and XP. XP raises your level, which unlocks arenas (Frostbyte at level 2, Duel Pit at 4, Lava Pit at 6, Maze Lockdown at 8); coins buy character skins, motion trails, faces, and hats from the in-game shop. None of this is pay-to-win — cosmetics are purely visual, and every item in the shop is earned through play (or, for a handful of the cheaper cosmetic tiers, unlockable for free by watching a short rewarded ad in the Android app). There's no way to spend real money on anything at all, let alone to win a match faster or hit harder than anyone else. The progression page has the full XP curve and unlock table.

Why it's built this way

The whole point of Magnet Blast is to be something you can jump into in seconds — no install, no account requirement, no tutorial gate. Open the site or the app, pick a map and mode, and you're in a match within a few taps. That "instant fun" goal shapes every design decision: matches are short, movement is fast and arcade-y rather than simulation-heavy, and the projectile-curve mechanic exists specifically so that decent aim is reliably rewarded instead of depending on random spread. Because it's a solo hobby project rather than a live-service product with a roadmap dictated by a publisher, changes ship based on what's actually fun in practice, tuned from real matches rather than planned months in advance.

What's next

Magnet Blast is under active, ongoing development — new arenas, modes, cosmetics, and balance changes are added regularly, and feedback from players directly shapes what gets built next. If there's a mechanic that feels unfair, a map that needs more cover, or a mode idea worth trying, the fastest way to get it considered is to say so directly (see Contact below) rather than waiting for it to show up on its own.

Player guides

We maintain a set of in-depth guides to the game's actual mechanics — written from the game's own source values rather than guesswork:

Contact

Questions, feedback, or bug reports — reach out at zapyard123@gmail.com.

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