Arsenal

Weapons

Six archetypes, three upgrade paths each. Every weapon grows over 15 levels: at level 5 you choose a direction during the run, at levels 8, 11 and 14 it changes shape, and from level 10 its improved form is within reach. In focus, each one switches into its own mode.

Railgun

Pulse Gun

Precise volleys straight ahead. Medium range, medium rate, medium damage — the yardstick the others are measured against. More barrels with every level.

Pierce

In focus
Focused Fire — All barrels fire bundled from the nose, 45 % faster, with one more pierce. +20 % damage.

Talents (hangar)
Rail dust from kills

Upgrade paths

Railgun Core

Every shot is a small rail shot that pierces everything. The big rail shot charges twice as fast.

Element Stone upgrade (hangar)
Core Pressure — Damage per shot +15 % per rank

Frost Cannon

Every hit slows. Slowed enemies shatter on death and damage everything around them.

Element Stone upgrade (hangar)
Deep Freeze — Frost explosion +40 % damage and +25 px radius per rank

Incendiary Core

Hits set the enemy on fire. The fire ticks for six seconds and stacks up to three times.

Element Stone upgrade (hangar)
Ignition Point — Burn damage +35 % per rank

Chaos

Heavy Gun

A shotgun. It charges for a long time, then strikes once: a wide fan of heavy pellets that pass through enemies and knock them back. The charge time is shown on the ship.

BouncePierce

In focus
Choke Bore — The fan tightens to just under a third, faster pellets, 60 % more knockback. +20 % damage.

Talents (hangar)
Shard cores from kills and pass-throughs

Upgrade paths

Mirror Storm

Three more projectiles, a wider fan, unlimited bounces — and every bounce adds 20 % damage.

Element Stone upgrade (hangar)
Mirror Count — +1 projectile per rank

Cascade

Fragments spawn more fragments on impact. Two generations, and the field fills with light.

Element Stone upgrade (hangar)
Chain Reaction — Fragments fly 20 % faster and hit harder per rank

Flak

Every pellet bursts into a ring of smaller fragments after a short flight. Covers the medium range the fan otherwise lacks.

Element Stone upgrade (hangar)
Shot Density — +1 fragment per rank — from 6 up to 9

Beam

Ion Laser

A continuous beam with no travel time. It has to build up: cold it is weak, after four seconds on the same target it burns five times as hot. In return it holds only two targets at once — and every switch cools it down again.

Beam

In focus
Focal Point — A narrow beam on a single target that heats up almost twice as fast. +25 % damage.

Talents (hangar)
Burning glass from seconds on target

Upgrade paths

Sun Lance

A heated beam vaporizes enemy projectiles, grows 60 % wider and deals 30 % more damage.

Element Stone upgrade (hangar)
Burning Glass — +12 % beam width and +10 % damage per rank

Prism

In focus, the beam splits into three beams that together cover 2.6 times the width.

Element Stone upgrade (hangar)
Refraction — +25 % fan width in focus per rank

Cutting Torch

A narrow beam that eats into the same target: the longer it holds, the more damage, up to double. The moment it hits nothing, it cools down.

Element Stone upgrade (hangar)
Preheat — Heat builds 30 % higher per rank

Hunter

Homing Missiles

Always exactly one missile at a time, but with real punch. It seeks its target and takes everything around the impact with it. The motor burns out: at full distance it hits weaker.

Explosion

In focus
Target Lock — All missiles on the target in front of the nose, 50 % faster, a tighter and harder impact. +35 % damage.

Talents (hangar)
Fuse heads from missile hits

Upgrade paths

Interceptor Swarm

Twice as many missiles that hunt projectiles and detonate with a 50 % larger radius.

Element Stone upgrade (hangar)
Swarm Guidance — +1 missile from rank 2, +20 % intercept radius per rank

Rocket Reprise

Every reprise volley is escorted by homing missiles — one for every two stored projectiles.

Element Stone upgrade (hangar)
Salvo Link — +1 missile per reprise volley per rank

Cluster Bomb

Just before impact, every missile drops four bomblets that detonate on their own. One crater becomes five.

Element Stone upgrade (hangar)
Fragment Load — +1 bomblet per rank

Snake

Snake Gun

A single projectile that snakes through the air and passes through enemies. Every hit applies decay: damage over three seconds that stacks with every further hit. Very long range, homing from level 2.

Pierce

In focus
Stretched — Barely any wave, 60 % faster, two more pierces. +20 % damage.

Talents (hangar)
Venom glands from kills, including by decay

Upgrade paths

Strangler

The projectile wraps around the first enemy, holds it and devours it from the inside for three seconds.

Element Stone upgrade (hangar)
Clamp Grip — Holds 0.4 s longer per rank — from 3 s up to 4.2 s

Hydra

After a short flight the snake splits into two thinner ones that find their own way. One shot becomes two paths.

Element Stone upgrade (hangar)
Second Head — Each half keeps 8 percentage points more damage per rank

Viper

No more snaking: the projectile flies dead straight and twice as fast, with 70 % more damage. The sniper path.

Element Stone upgrade (hangar)
Venom Fang — +24 percentage points damage bonus per rank — from 170 % up to 242 %

Swarm

Drone Swarm

The drones nibble at everything nearby on their own. In focus the whole swarm dives onto a single target and strikes with full force — afterwards each drone recharges for a second and a half. Without a command, only a fraction lands.

Pierce

In focus
Dive Attack — The whole swarm dives onto one target together. Without focus only about 40 % lands. +15 % damage.

Talents (hangar)
Swarm chips from kills by the swarm

Upgrade paths

Lightning Drones

Every strike arcs over to a second nearby enemy and hits it with half the force.

Element Stone upgrade (hangar)
Conductivity — The arc jumps 60 px further and hits 15 % harder per rank

Fire Drones

Every strike sets the enemy on fire. The fire ticks for six seconds and stacks up to three times.

Element Stone upgrade (hangar)
Incendiary — Burn damage +35 % per rank

Frost Drones

Every strike freezes: the enemy is much slower for two seconds. Slowed enemies take 25 % more damage.

Element Stone upgrade (hangar)
Icing — Slow lasts 1 s longer, damage bonus +8 percentage points per rank

How a weapon grows

1–5Base form
Every level adds barrels, pellets, width or punch — depending on the weapon.
5Upgrade path
One of three directions that shapes every level after it. The choice holds for the whole flight; you can postpone it.
8 · 11 · 14Shape changes
The weapon changes shape: more barrels, pellets, targets, pierce or drones, a bigger crater. In between, every level adds damage.
10Improved form
From level 10 the weapon reaches its improved form: +50 % damage, +20 % fire rate, +1 projectile, a 30 % wider laser, +1 missile. It appears as a card once the path is chosen and a boon for this weapon has three stacks.
15Top level
Reachable from ship level 12 — during a flight a weapon climbs at most three levels above your ship level.

The Pulse Gun is available from the start. The other five unlock in the hangar as your ship level rises — Heavy Gun from 3, Ion Laser from 6, Homing Missiles from 9, Snake Gun from 12, Drone Swarm from 15 — and then cost 4,500 to 5,500 ions.

Focus in the wiki → · Hangar, talents & element stones → · Equipment in the wiki: jumps and defenses →