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Twisterverse

trinit.twisterverse

Steer a tornado from a farmland funnel to a black hole that eats the galaxy! 15 stages of escalating destruction.

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About

Twisterverse starts as a funnel cloud over quiet farmland and ends as a black hole eating the galaxy. Every fence, tree and barn you shred feeds the wind — and the wind never stops wanting more!

How it plays

Steer your tornado across a procedurally generated world and climb the Enhanced Fujita scale with realistic damage tiers. EF1 flips mobile homes, EF3 levels villages, EF5 erases everything in its path.

And that's just the beginning! Beyond EF5 the scale keeps going where meteorology fears to tread — swallow entire cities and skyscrapers, strip the Earth's crust, collapse into a black hole and consume the solar system, the galaxy, and finally… everything.

Features

  • 15 stages of escalation — from Funnel Formation to The End of Everything, across farmland, coastlines, metropolises, wastelands and deep space.
  • Realistic Fujita-scale destruction — each stage unlocks new damage tiers. What survives an EF2 won't survive an EF4!
  • You control the path — click to steer the funnel, fight the crosswind, chain combos and choose what gets destroyed.
  • The wind decays — stop feeding the storm and it starts to die. Keep it alive with well-timed strikes.
  • Deep upgrade tree and quests — permanent upgrades and goals that scale with your rampage.
  • Black hole endgame — in the cosmic stages the funnel gives way to an accretion disk with polar jets.
  • Offline progress and auto-save — the storm keeps churning while you're away.
  • Slow-burn progression — a run built to last many hours, not minutes.

Touch down. Start feeding!

Player history

24h range · hourly averages

Updates

1 update
Version July 29, 2026 Twisterverse — Patch Notes Dissipation Tree. Storm Essence is now a currency you spend. Fourteen permanent upgrades across four branches (Wind, Harvest, Domain, Eternity), each node gated behind the last, ending in the Singularity: double all… 18 changes

Added

  • Dissipation Tree. Storm Essence is now a currency you spend. Fourteen permanent upgrades across four branches (Wind, Harvest, Domain, Eternity), each node gated behind the last, ending in the Singularity: double all wind gain per level, unlocked only with a maxed Storm Core and one node from every branch tip. None of it repeats the points shop. Eternal Ember keeps upgrade levels through a dissipation, Cyclone Seed starts the next run with points in hand, Vortex Brood spawns subvortices with no Twin Vortex investment.
  • Essence has a balance now. The permanent +0.3% per essence follows your lifetime total, not your balance, so buying nodes never lowers your multiplier. Existing saves carry over with nothing lost.
  • Five universes past the Omega stage. Supernova Universe, Black Hole Universe, Wormhole Universe, Breaking Space-Time and Inside the Matrix. Each one has its own world, vortex geometry and palette: expanding shock shells, a giant event horizon, an hourglass throat, split off-axis planes. Inside the Matrix runs a rig of its own, 46 columns of falling code down the wall of an invisible funnel. Wind floors for all five are anchored to the top 20 of the global leaderboard, so there is headroom above every current record.
  • Ten achievements. Max wind, total destroyed, dissipations, combo, missions and storm chasers. Progress already sitting in your save counts toward them.
  • Houses that come apart in five stages. Residential houses spawn intact and are stripped step by step. How far the cone gets depends on your EF rating: an EF1 peels the roof, an EF4 takes it to the foundation. Below that ceiling the house survives standing, and the damage sticks, so a second pass through the same neighborhood is not a fresh block.
  • Waterspouts. Over open sea the funnel pulls blue and tears spray off the surface. It works on the EF8 Hurricane too, where water coverage is sampled in a ring around the system instead of at the center, so a storm sitting on the coast reads as half wet.
  • Cars thrown clear. A vehicle your stage cannot crush no longer walks through the funnel untouched. It gets launched, lands intact and drives back to the road. From EF2 up, cars are destroyed for real again.

Improved

  • World and visuals
  • New ground per terrain type: live grass, beach sand, cracked asphalt, burned crust, packed dirt on roads.
  • Ground surfaces now carry normal, roughness and AO maps, not just albedo. A flat plane no longer reads as a flat plane.
  • Scattered grass across green maps, 21 scanned variants.
  • Water rebuilt on the engine shader, with the wave animated per pixel so it shows on the world's flat quads. Coast and ocean have separate colors.
  • Larger ground tiles and three grass variants per chunk, so the grid is no longer visible up close.
  • Rebuilt dust skirt at the base using thick ribbons and a haze layer. Subvortices got the same air and dust ribbons at their scale.
  • Legacy houses are back in the lot rotation alongside the new one.

Fixed

  • Hurricane (EF8): contact and suction reach up 2.9x. The storm covered the screen and destroyed a single point in the middle of it.
  • Steering: holding A/D turns over time at 95 degrees per second. It used to apply the full step every frame, so sensitivity scaled with framerate and a short tap threw the heading. Fine corrections work now.
  • Dissipate: essence balance and current bonus always show on the button, including at zero.

Media

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