Music
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Music from the games. When there's an album out, this is where it lives.
Out now · album · 2026
Into the Coil (Original Soundtrack)
Eight tracks · 20:59 · instrumental
The soundtrack to Into the Coil, a space shooter that flies you through seven levels to the black heart of the galaxy. Each track is a level's music the way you hear it in the game: the level, a bit of the boss fight, and an ending.
Nothing's embedded here, so Spotify and YouTube don't see you until you click through.
The tracks
The title screen first, then the seven levels in the order you fly them.
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1
Into the Coil2:07
The title screen's groove grown into a piece. The drone wakes, the riff and a distant heartbeat arrive, a lead states the game's theme, a flute breakdown, everything back, and an ending.
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2
The Approach2:38
Level one. The base composition the whole game grows out of, its climb to the first fight, and a coda.
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3
Ember Nebula2:40
A cathedral in a furnace. Choir and organ first, the fire under them after, and the organ's three high notes bouncing between the ears.
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4
Saurian Belt2:32
The floor-filler. A kit that leads, a supersaw riff, a raptor's call, and tom fills that cascade from the left ear to the right. It ends on the drums alone.
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5
The Labyrinth2:37
A corridor, and something breathing in it. Footsteps, a limping spiral, a pursuit.
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6
Rime Shelf2:37
Glass that rings and cracks, and the weather coming in over it.
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7
The Toxic Mire2:40
Still water with something under it.
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8
The Black Heart2:43
Four movements under one heartbeat that quickens: a piano and flute lament, the same song faster, an orchestral ballad that climbs to its summit and walks back down, and a sombre acceptance into the last fight.
The album and the game
In the game the music isn't a recording. It's synthesized in your browser as you fly, and it follows the level: layers come in and drop out depending on where you are, and the boss fight is its own section. There isn't an audio file anywhere in the game.
The album is that same music rendered out and given an ending, which a game never needs. Each level track plays start to boss the way the game plays it, then fifteen seconds of the fight so it doesn't drag, then the level's opening comes back and a short coda in that level's own instruments sees it out. No guns, no explosions, no sound effects in any of it.
The Far Carry
The Far Carry's music is made live the same way and hasn't been released as an album. For now the way to hear it is to play it.