One spear. Forty stages. Everything else.
You are a caveman. Behind you is a totem you need to protect at all costs. Coming at you, in this order, are the wild, a rival tribe, an army with gunpowder, and eventually a tank. Caveman vs. Everything is a top-down arena roguelite about holding one small piece of ground while history turns up to take it off you.
Hold the middle
Enemies arrive from every edge, and most of them want the totem, not you. You have a spear to throw, a spear to stab with, and whatever the run has handed you. A thrown spear is a spear you no longer have, so wait for it to recharge or go get it!
Break the map
Bushes, logs, stone, concrete. Each act brings a tougher material, and cover comes apart from both sides, so the arena you finish a stage in is never the one you started in. A wall buys you seconds. Nothing chews slower for being important.
Four acts, four eras, four bosses
The Wild - wolves, bears, and a sabretooth that lunges
The Tribes - rival cavemen who brought friends, and a chieftain
The Powder Age - muskets, cavalry, and a general with a cannon
The Modern World - riot shields, drones, snipers, and the tank at the end of it
Lose the run, keep the gear
The upgrades you draft during a run die with it. Equipment does not. The first time you put down each act boss, it leaves something behind, and you wear it on every run afterwards. Piercing gloves that open up tougher terrain. Goggles. A headdress. Sandals cut from tank tread.
Draft your run
Between stages you pick one of three perks. From boomerange spears to bashing shields, blasted tips, back daggers, thorns, and much, much more.
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