Obliterate Everything 4 May 2026

Simple: You move, you shoot, you dodge, you die – repeat. Wave structure is gone; instead, enemy spawns scale continuously with your kill count. This creates a seamless ramp from “I’m a god” to “why are there 80 homing projectiles on screen.” Weapons feel punchy, especially the reworked plasma shotgun. The “Obliterate Meter” (new to OE4) fills with rapid kills and lets you trigger a short bullet-time + damage boost – essential for breaking enemy cascades.

However, movement is slightly more slippery than OE3, which veterans will debate. Some see it as adding skill depth; others call it artificial difficulty. obliterate everything 4

OE4 punishes sentimentality. The longer you stay in a level, the more "Quantum Attachment" you generate. If you hesitate—if you look at a beautiful skybox and think, "I'll leave that star"—the game spawns Elegy Enemies, which are physical manifestations of your guilt. Simple: You move, you shoot, you dodge, you die – repeat

To succeed, you must adopt a cold, utilitarian mindset. The best players play with the music muted and the color saturation set to zero, treating the game less as an experience and more as a spreadsheet of things to unmake. The “Obliterate Meter” (new to OE4) fills with

If you want to dive into the void, here are the hard rules the tutorial doesn't tell you:

Brutal. Prepare to die in under 60 seconds your first 10 runs. Optional tutorial is useless. True mastery requires learning spawn triggers, ammo conservation (scarce), and movement patterns. No difficulty slider – a bold choice. The first two “bosses” (introduced at 50 and 120 kills) are gear checks. The second boss’s laser grid attack feels RNG-dependent.

Launched with a major memory leak (fixed week 1). Still has: