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Genesis Heroes
Choose between three distinct combat styles built around different durability classes, weapon access, and pressure handling.
Balanced firepower, dependable visibility, and the cleanest intro to the endless run.
- Ion Cannon
- Ion Missile
- Ion Machine Gun
- Durability: 1500
Fast rotor energy, aggressive pace, and the sharpest speed-driven personality in the lineup.
- Ion Cannon
- Unlimited Ion Machine Gun
- Durability: 1000
Heavy armor, high durability, and the broadest on-screen presence for players who want force over finesse.
- Laser
- Double Proton Cannon
- Ion Machine Gun
- Ion Missile
- Durability: 3000
A small arsenal of firepower!
These are the weapon systems players cycle through in the game: balanced cannons, rapid machine fire, missiles, and the heavy laser route for Mobo.
Default primary fire for controlled hits and steady forward pressure.
Fast sustained fire that keeps pressure on swarms and incoming waves.
Heavy strike option for bigger targets and cleaner burst damage.
High-pressure beam attack for Mobo’s armor-first combat role.
Genesis Goodies
The live run is built around pickups, ammo reserves, flight gaps, cockpit pressure, and hero-specific durability systems that keep every level unstable.
The main collectible that builds score and rewards longer survival.
Restocks machine-gun reserves and missile shots so the heavier weapon routes stay available mid-run.
Activates a timed shield layer that absorbs incoming pressure before enemy fire reaches the hull.
Repairs lost durability and gives the run a second chance when collisions and enemy fire stack up.
The core enemy swarm unit pushing the player’s lane survival and collision timing.
Fast hostile attackers that add ranged pressure and force tighter cockpit survival decisions.
Updates
Recent feature drops, balance notes, and gameplay polish will show up here.
Hunter and Mobo expand the roster with faster rotor pressure and heavier armor-driven play.
New enemy drones raise swarm density and make the lane pressure feel more aggressive.
Hull-based collision keeps enemy bodies and shots feeling close, direct, and dangerous.
Orbs, kills, and distance all keep stacking so the run keeps pushing harder the longer you stay alive.
Built by Ken Telmo of Telmo Technologies
Robo Drone Runner was vibe-coded using Three.js and PHP, then expanded into a full browser-ready release page so it can support marketing, distribution, and attribution properly.
The project blends fast browser gameplay, sci-fi stage design, attribution-safe asset documentation, and a structure that can grow into Steam, Android, and broader release channels.
For issues, credits, and asset concerns: