Drag anywhere on the playfield to move. Focus slows the ship.
Find the gap. Hold your nerve. Burn through the breach.
The storm will wait.
SCROLLING STAGES — Three top-down stages, each with three uninterrupted enemy waves and a three-phase guardian. Shoot upward; wide shot clears formations, focus concentrates your fire. The white 3-pixel core is your hitbox. Passing close to bullets earns graze score.
DESKTOP — WASD / arrows move. Z or held mouse fires. E toggles auto-fire (starts on). Hold Shift for slow, precise movement and a tight shot. Space / X dashes with brief invulnerability. Q / C clears enemy bullets with a nova. Esc / P pauses. Buttons work too.
TOUCH — Drag anywhere inside the playfield; the ship follows relative finger movement so your finger can stay below it. Lift to stop. Auto-fire starts on. FOCUS toggles precise movement. DASH and NOVA are separate buttons. All three sprite stages are playable in portrait or landscape.
COCKPIT — Two first-person levels follow the third guardian on desktop only. WASD strafes; mouse aims, auto-fire assists targeting. Space barrel-rolls. Q fires a smart nova. Orange rings show incoming shot destinations: strafe away before impact. Cockpit practice plays only those two levels and does not change campaign records.
HANGAR + SUPER WEAPONS — H or HANGAR pauses the fight so you can swap between Viper, Asura, Kitsune and Oni, repaint your ship and choose recovered super weapons. Health and resources carry over when swapping. R or SUPER unleashes your equipped weapon. Five planned weapon deliveries across the sprite campaign unlock lasers, missiles, a phantom fleet, a prism barrage and a black star. The first activation of each delivery is automatic. Enable AUTO SUPER in the hangar to unleash again whenever charged. Ship and paint preferences are saved; weapon recoveries belong to the current run.
RECOVERY — Blue drops restore shield, green repair hull, gold boosts fire briefly. Purple restores a nova. Stage clears repair hull and refill shields and novas. Choose one free augment between stages; combat never pauses for experience upgrades.
Repairs complete. Choose one free augment for the next stage.
Choose a hull, paint it, and arm your overdrive. All four ships are available from the start.
R / SUPER fires manually. Weapon deliveries activate once on recovery.