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Free 3D science RPG SPS1 – SPS10

Reactor World

A quest RPG for the whole year of high school physical science

The Great Engine is winding down and its ten Reactors are dark. Each one runs on a standard, from atoms to electromagnetism. Clear the trials, stabilize the Overload, seat the Core, and light the Spire one seam at a time.

“Ten Reactors. All dark. Relight them with science.”

10 zones · 40 trialsTen bosses + a finaleGear, quests, dailiesNo accountsAny Chromebook
The Spire of the Engine Yard at dusk

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One course, one world: Georgia High School Physical Science, SPS1 through SPS10, in unit order.

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How every Reactor works

Trials. Overload. Core.

Each of the ten zones is one standard. The loop is the same every time, and nothing inside it is a worksheet in disguise.

1

Four trials

Four mini-games per zone, each a different genre — build an atom, platform along a periodic trend, balance an equation on a scale, dig for half-lives, route energy through pipes, survive a coil field. Three stars for a clean run; a hint after a miss and a card after two.

2

The Overload

Clear three trials and the arena opens. The boss is powered by questions: right answers raise the stability meter, wrong ones cost composure and show why. Class skills, helpers and gear change the odds. Tiers II and III come back harder with better drops.

3

Seat the Core

The first win seats a Reactor Core and lights another seam of the Spire. Ten Cores open the Core Chamber, where the Great Engine pools every standard into one last fight, and the Boss Rush waits for the students who want more.

The Engine Yard

A world built for a year of play

Three districts, ten portalsThe Alchemy Quarter, the Dynamo District and Signal Heights ring the Spire. Each portal opens at a level or as soon as the previous Reactor is relit, so a class moving unit by unit always has the next zone open.
Gear with real statsEvery boss drops from its own catalog of eleven items in five rarities. Gear shows on the character and changes Focus, Shield, Luck, Sparks and Speed. Duplicates turn into Sparks; a pity rule guarantees an epic.
Quests you can trackMain quests per Reactor, zone side quests from each Keeper, twelve brass cogs, the Tycho Relay and more. Track one and a beam, a compass ribbon and the minimap all point at it.
Dailies without a serverA Flash Challenge, a Daily Circuit and a Boss of the Day every day, seeded by the date. Nothing is uploaded; nothing needs a login.
Sparks and the QuartermasterEarn Sparks for every trial and boss; spend them on gear, helpers, mounts, companion looks and titles. Nothing in the shop skips the learning.
Relay StationsThe Resonance Tower hides eight Signal Lost stations with forty-five wave puzzles; certify them all for a title.
Teacher DataA printable page from the pause menu: trials cleared, bosses beaten, gold stars and boss tier for every SPS element, plus level, Cores and time played.
Built for ChromebooksNo account, no install, nothing downloads. Keyboard-only play, touch works too, and F goes full screen.
Screens

Reactor World

The Engine Yard and the Spire

The Engine Yard — the Spire, the Quartermaster, and your drone Bolt

Inside the Periodic Vault

The Periodic Vault — four trial consoles on the way to the Overload Arena

An Overload boss fight

The Overload — every turn is a question; stability up, composure down

The Engine Heart in the Core Chamber

The Core Chamber — ten Cores seated, the Great Engine turns over

Standards

Ten Reactors, ten standards

Georgia Standards of Excellence, in the order the course teaches them. Every trial is tagged with the element it builds, and the Teacher Data page reports progress element by element.

SPS1 · The Periodic Vault

Atoms, ions, isotopes and periodic trends. Boss: The Unstable Isotope.

SPS2 · Bond Street

Ionic and covalent bonding, formulas and names. Boss: The Misnamed Compound.

SPS3 · The Conservation Works

Conservation of matter and balanced equations. Boss: The Unbalanced Equation.

SPS4 · The Half-Life Mine

Fission, fusion, decay and half-life. Boss: The Runaway Reaction.

SPS5 · The Phase Foundry

States of matter and gas laws. Boss: The Pressure Surge.

SPS6 · Solution Springs

Solutions, solubility, acids and bases. Boss: The Caustic Tide.

SPS7 · The Power Plant

Energy transformations, heat and specific heat. Boss: The Thermal Overload.

SPS8 · The Proving Grounds

Motion, Newton’s laws, gravity, work and machines. Boss: The Runaway Payload.

SPS9 · The Resonance Tower

Wave properties, media and the Doppler effect. Boss: The Feedback Loop.

SPS10 · Voltaic Row

Ohm’s law, circuits and electromagnetism. Boss: The Short Circuit.

For teachers

Assign it in one link

How it runs in a classroom

  • Students open the link, type a name, pick a class and the opening plays. No account, nothing to install.
  • One zone per unit is the simplest plan: a zone is 40–70 minutes of play across its trials and the Tier I boss, so two 20-minute sessions a week keep pace. Everything beyond Tier I is optional depth.
  • Teacher Data is in the pause menu (Esc). It prints, or saves as a PDF, a one-page report per student: trials cleared, bosses beaten, gold stars and boss tier for every SPS element, plus Cores relit and time played.
  • Progress lives on the student’s device. A save code (it starts with RW1-) moves it to any other computer; collecting codes on a Friday form doubles as a sign-in sheet.
  • A hint appears after a miss and a card after two; every boss question explains its answer. A stuck student is retaught, not stopped.