Seven new enemies whose attacks you have to fly around. Each one has its own glow color, telegraphs its attack and demands a different move.
- Pulsar (cyan): swells up and releases a shockwave — a growing ring with a gap whose bright edges you can spot even in the chaos. Fly through it or jump through. From the third generation on, a second wave follows with a different gap.
- Hornet (orange): micro guided missiles that launch sideways and curve in. Break away sharply and they overshoot.
- Sickle (violet): shows its line for a second, along with the arc it’s about to sweep — then a wide beam sweeps across it. Get out of the sweep.
- Minelayer (green): leaves mines behind that blink once they’re armed and burst into a ring of projectiles when you get close or after a few seconds. You can shoot them down.
- Mortar (yellow): marks the spot where you’ll be in a little over a second if you keep flying the way you are; the shell visibly flies in. Change direction and you escape.
- Carrier (blue, twin hull): deploys Chargers that fan out, take aim for half a second (the line shows their path) and then race straight through.
- Sine Thrower (turquoise): two counter-phased wave streams that braid around each other — with gaps drifting between them.
- Arcade: Hornet from sector 2, Pulsar from 3, Mortar from 4, Sine Thrower from 6, Minelayer from 8, Sickle from 9, Carrier from 14, each type slowly growing in number (at most five). In return, fewer drones and swarms appear — the waves are meant to become different, not just fuller. On paper the curve keeps its shape (waves 6–10 at 1.4–1.7, wave 12 at 1.16, then as before).
- Orbit: The new enemies mix in with the familiar ones in each ring, from minute 1 (Hornet) to minute 8 (Carrier).
- The help describes all seven under “ATTACKERS”. The hulls are the familiar ones, recolored in their own glow color (scripts/gegner-umfaerben.py); the Carrier is a catamaran made of two.
- Telemetry: balance marker 8.