About Robot Power Collector
The meter is the timer
There is no clock. What limits a run is the charge meter in the HUD, which drains at a constant rate from the moment you press start and is topped up only by collecting a cell.
This matters because it makes standing still expensive in a way a timer does not. In a timed game, pausing to think costs you seconds you would have lost anyway. Here, every second of hesitation is charge you have to earn back, and the cell that would have earned it is a second further away than it was.
The drain rate rises slowly across a run. Early on you can afford to cross the whole floor for a single distant cell. Twenty cells in, that same trip will strand you, and recognising the moment the maths changed is most of what separates a long run from a short one.
Chains, and why the nearest cell is usually right
Collecting cells in quick succession builds a combo multiplier that decays if you go too long without one. The multiplier applies to every cell, so a chain of six nearby cells is worth considerably more than six cells collected at a leisurely pace.
This pushes against the instinct to plan an efficient route around the whole floor. Efficiency in distance is not efficiency in score. Taking the nearest cell, then the next nearest, keeps the multiplier alive even when the path doubles back on itself.
The exception is a cell about to expire. Cells fade out after a while and are replaced elsewhere, and a fading cell that is slightly further away is often worth more than a fresh one nearby, simply because it is about to stop being an option.
Hazard drones and the cost of a straight line
Drifting hazard drones cross the floor on fixed paths. They do not chase you and they cannot be destroyed. Touching one costs a significant chunk of charge rather than ending the run outright, which is a more interesting penalty than it sounds.
It means a collision is survivable but changes your plan. A run at full charge can absorb a hit and carry on; the same hit at a quarter charge ends things. The drones therefore become more dangerous as a run goes on, without their behaviour changing at all.
The practical advice is simply that the straight line to a cell is not always the fast line. Going around a drone costs perhaps half a second. Going through one costs about eight seconds of charge.
How to play
- Press Start, then move with the arrow keys, WASD, or the on-screen pad on touch.
- Collect energy cells to refill your charge meter and score points.
- Collect cells in quick succession to build and hold a combo multiplier.
- Avoid the drifting hazard drones - a collision costs charge rather than ending the run.
- The run ends when your charge reaches zero. Press Restart or R to go again.
Controls
| Where | What to do |
|---|---|
| Move (desktop) | Arrow keys or WASD |
| Move (mobile) | The four-way pad under the game |
| Pause | Escape or P |
| Restart | R, or the Restart button |
| Mute | M, or the sound button in the game bar |
Scoring
These are the point values this game awards, before the combo multiplier is applied where it uses one. Hit quality changes the figure: a strike at the centre of the correct moment is worth substantially more than one at the edge of it.
Tips
- Take the nearest cell almost every time. Route efficiency is worth less than keeping the multiplier alive.
- Never chase a cell further away than your remaining charge will carry you back from.
- A fading cell is worth more than a fresh one - go for it if it is roughly the same distance.
- Go around hazard drones. Half a second of detour beats eight seconds of charge.
- The drain rate rises as the run goes on, so a trip that was safe at the start may not be at cell thirty.
- When charge is low, ignore the multiplier entirely and take whatever keeps you alive.
Common mistakes
- Planning a tidy loop around the floor instead of taking whatever is closest.
- Crossing a drone's path in a straight line because the cell looked close.
- Holding a high multiplier at the cost of charge you cannot spare.
- Standing still to decide - hesitation costs charge at exactly the same rate as moving.
- Forgetting that the drain rate increases, and taking a long-run trip on a late-run meter.
Features
- A draining charge meter instead of a clock, so hesitating is never free
- Combo multiplier that rewards local chains over tidy routes
- Cells that expire, creating a genuine reason to change plan mid-run
- Hazard drones on fixed paths - avoidable, never unfair, and more dangerous as charge falls
- Four-way touch pad for phones and tablets
- Personal best stored in your own browser
Game information
| Genre | Robot Arcade - endless collection with a draining resource |
|---|---|
| Difficulty | Easy |
| Controls | Arrows or WASD to move |
| Recommended device | Anything. Comfortable on a phone; a keyboard makes fine positioning slightly easier. |
| Players | One player |
| Price | Free, with no account and nothing to unlock |
| Released | 4 March 2026 |
| Last updated | 30 July 2026 |