A short rhythm run toward another dimension. Fall down a tunnel of neon shapes, tap magic circles that flicker in and out, and open portals whose locks are polyrhythms. The last portal is the Rift, a portal from the sixth dimension into ours.
The VOID title spans 92% of the play width. A big PLAY sits over the portal art.
The title screen is one purple theme: the portal sigil (the magic circle), its glow, the echo tunnel behind it, the PLAY glow, and the tap hint are all purple. In a run, the portal colors, the countdown, and the TIME'S UP screen are unchanged.
Tap the portal to start. The shared tap hint from the Standard Game UI (a glow pulse plus a tap hand) shows that the portal is tappable. It is the same hint Polyrhythm uses for tapping the shapes to check an objective.
The title screen has no tagline: the old line "Tap the circles to fly the tunnel. Match the rhythm to open the Rift." is gone. The URL, stevehinanpresents.com/void, stays under PLAY.
Each run has four portals. Before each locked portal you fly down a polygon tunnel. Magic circles appear and vanish along the way. Tap them to keep the descent going. The center disc and the sigil tint on each magic circle match the current phase color: orange, green, purple, or white, using the Standard Game UI tokens.
Portals 1, 2, and 3 are locked. Each lock plays a polyrhythm: three rings, three drum sounds fixed for that portal, and a tempo. The current combination loops the whole time. Each Rhythm A, Rhythm B, and Rhythm C ring is the true circle through that rhythm's polygon corners, for every count from 1 to 16. Rhythm A is the outer ring, then Rhythm B, then Rhythm C.
A large, centered run clock at the top counts down from 3:00 in M:SS (minutes and whole seconds). It turns orange for the last 10 seconds. If it reaches 0:00 before all 4 portals are open, the run ends on a TIME'S UP screen with TRY AGAIN, and no score is saved. Portal progress and Locked or Open are not shown at the top. They stay in an off-screen accessibility status.
The 3:00 limit comes from simulated runs: a fast run took 0:48, a competent run 1:02, and a steady run with mistakes 1:46.
The vault lock sits on the top of the dial panel (Tempo plus Rhythm A, Rhythm B, and Rhythm C), with a 6 to 10px gap.
Tempo (40 to 270) sits on its own centered row above the three rhythm dials, Rhythm A, Rhythm B, and Rhythm C (each 1 to 16). Rhythm A is orange, Rhythm B green, and Rhythm C purple. The heading reads "Portal N". The instruction reads "Match the combination, then tap the portal." Tap the portal to try. There is no Check button.
The game info sits in its own container below the player dials. It shows the portal heading, the instruction, and a read-only copy of the target as Standard Game UI dials: Tempo on its own row, then Rhythm A, Rhythm B, and Rhythm C. Those target dials are set to that portal's solution, shown in grayscale and dimmed, and cannot be turned.
Opening Portal 3 reveals Portal 4, the white portal: the Rift. The run ends with "All 4 portals open". A win records the time used, which is how much of the 3:00 the run took. The leaderboard ranks portals opened, then the fastest time used, so older scores from the count-up clock still count. The leaderboard and the end screen show time used to the hundredth of a second. The top clock stays in whole seconds.
Portals cycle orange, then green, then purple, then white. The echoes (tunnel rings, rails, and depth glow) take the color of the portal currently being tapped.
Colors come from the Standard Game UI palette: orange #FF8A1F, green #3DDC84, purple #A855F7, white #FFFFFF.
There is no full-screen purple glow. The depth glow stays around the far end of the tunnel.
VOID uses the Hexapuss Drip theme from Standard Game UI v1.4, the shared theme file /shared/ui/standard-game-ui/themes/hexapuss-drip.css. A game opts in by linking it after the standard UI files, plus Oswald from Google Fonts.
| Part | Drip look |
|---|---|
| Titles | Hexapuss Drip Big, uppercase, weight 400, letter spacing -0.05em, line height 1.05, with a purple glow. The Drip font is used only at about 40px and up. |
| UI and body text | Oswald. Nothing is monospace. |
| Colors | The standard set (orange, green, purple, black, white, grays), except gray 700 is #2A1A3A (borders) and gray 900 is #08050C (surfaces). |
| Buttons | 8px corner radius, 1px borders, glow strength 1.2. |
| Dials | Each dial gets a halo ring in its own color. |
| Background | A radial gradient from #1A0A2A to #050303. |
| Unchanged | Record stays red. Rhythm A, B, and C keep their labels and colors. |
After the white portal comes the ending: a portal, or wormhole, from the sixth dimension into ours.
Its name for now is the Rift. This is a placeholder until Steve picks the final name.
Record a clip for Instagram at 4:5, 1080 x 1350, at 30 fps and about 2 Mbps. The square game art sits in the center with black bars above and below.
There is no Length label and no 15 or 30 second dropdown. A recording covers the whole run, up to the 3:00 countdown, then 3 more seconds of the win or TIME'S UP screen, and then stops by itself. As a safety cap, a recording never runs longer than 30 seconds of title screen idle plus 3:00 plus 3 seconds.
Video and audio encode during play, so the clip is ready about 30 seconds after the run. The Record button is the shared Standard Game UI recorder, using the v1.5 page events. The Record dot and the recording state stay red (#FF3B3B).
The game goes silent from the moment encoding starts until the Download and Close window is closed, then the sound comes back exactly as before. The mute never reaches the recorded clip.
Lock rhythms use the shared Polyrhythm percussion and clock modules. Tunnel pulse and unlock accents use the shared Synth engine. Modules live under /shared/audio, shared with Polyrhythm and Synth.
Every sound uses a live Synth preset:
| Where | Synth preset |
|---|---|
| Title screen | Leviathan Growl |
| Tunnels | Reactor Hum, Kraken Purr, and Grinder |
| Sparks and the win | Dying Star |
| Vault bed | Heartbeat Reactor |
| TIME'S UP | Deep Sleep Mode |
Door percussion is the live Polyrhythm kit, including Brutal Kick and the quieter Ride. Overall loudness matches the previous build. The title screen and the TIME'S UP screen had no sound before; they now have quiet sounds.
Playable at /void/. Official URL: stevehinanpresents.com/void. The game was previously named Portal and lived at /portal/.
Analytics use the game name void. Scores still post to /portal/leaderboard/, so existing runs stay in one list. The portal art is at /void/art/portal-sigil.png. It is the same file as the older copy at /portal/art/, which stays in place.
This document matches VOID b4 as of 11 November 2026, including whole run recording, the live Synth preset sounds, the 3:00 countdown and TIME'S UP screen, the Hexapuss Drip theme, the all purple title screen with its purple echo tunnel, the read-only target dials, the phase-colored magic circles, the lock placement, and the true-circle rhythm rings.