One Thumb Arcade

Cosmic Chomp

Hunt alien wildlife, absorb abilities, and survive a growing food chain.

SCORE0
BEST0
SIZE10
EATEN0
Stay near the center while the galaxy moves around you.
Smaller: check defensesEqual or bigger: danger
Drag anywhere like a joystick to steer. Keyboard: arrows or WASD. P pauses. Abilities activate automatically.

HUNT · ADAPT · SURVIVE

Cosmic Chomp

Drag to steer. Hunt smaller prey while predators feed and grow around you.

  • Armor: bite the exposed rear.
  • Spines: wait for the OPEN signal.
  • Abilities: eat 3 of the same species.

Drifter Endless · Keep growing

Hunt smaller prey. Eat 3 of one species to absorb its ability.

Species & abilities

Eat 3 of one species to activate its ability automatically. Your counts carry over between meals. One ability at a time; a new one replaces the current one.

Needle EelSurge · 0/3
Rift SkimmerSurge · 0/3
IronbackShell · 0/3
Carapace HunterShell · 0/3
Thorn OrbVeil · 0/3
Spine SquidVeil · 0/3
Filter LeviathanSuction · 0/3
Void RaySuction · 0/3
Ember DrakeFlare · 0/3
Rift StalkerFlare · 0/3

Surge: swim faster. Shell: absorb one hit. Veil: stop hunters tracking you; collisions still hurt. Suction: pull smaller prey closer; defenses still apply. Flare: face larger predators to weaken them.

How to play and strategy · Best scores stay in this browser when storage is available.

Action · One Thumb Arcade

Cosmic Chomp: how to play and strategy

Hunt alien wildlife, absorb abilities, and survive a growing food chain.

How to play

Drag anywhere like a joystick to steer. Keyboard: arrows or WASD. P pauses. Abilities activate automatically.

Rules and progression

Start at size 10. Hunt smaller creatures to grow; equal or larger creatures can eat you. Neon green numbers mark prey you can eat; neon red warns of predators or active defenses.

Your size is shown in white. Ironbacks and Carapace Hunters have armored fronts: approach their exposed rear. Thorn Orbs and Spine Squids cycle their spines: wait for OPEN before biting.

Hitting extended spines costs some size. Eat 3 of the same species to absorb its ability; the meals do not have to be consecutive. Needle Eels and Rift Skimmers grant Surge (45% faster for 12 seconds).

Armored species grant Shell (one protected hit, up to 16 seconds). Spined species grant Veil (12 seconds hidden from hunters, but collisions still hurt). Filter Leviathans and Void Rays grant Suction (12 seconds pulling smaller prey closer; defenses still apply).

Ember Drakes and Rift Stalkers grant Flare (12 seconds weakening larger creatures in front of you). One ability at a time: a new one replaces the previous one. Other creatures hunt, eat, and grow too.

All 10 species appear throughout endless play. Creatures arrive from all four edges; trails show their direction. Choose Free Roam for a fixed camera, or Centered for a following camera.

Start a new game to switch modes; each mode keeps its own best score. A brief protected start helps you get moving. There is no score or size target that ends a run.

Worked example: smaller does not always mean safe

An Ironback smaller than you is still protected at its front. Circle toward its exposed rear before biting. A spined creature needs a different response: wait until it shows OPEN. These defenses explain why charging straight at every smaller creature can cost size instead of growing it.

Plan your next move

  • Compare sizes again as you approach. Other creatures feed and grow, so a target that was safe can become dangerous.
  • Three meals of one species unlock its ability even if other meals come between. Look for useful species without ignoring nearby threats.
  • Only one ability is active at a time. Completing a new set of three can replace protection you still need.

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