Wiki

Equipment

Before every flight you choose a weapon, a jump and a defense. The choice decides what gets upgraded during the run — not how strong it gets. The first option of each is free; you unlock the others in the hangar.

Jumps

Phase Jump

A short leap forward, invulnerable while it lasts. The balanced jump — short cooldown, reliable escape.

Free from the start

Blink

Not a leap but a shift: you are somewhere else instantly. Only a breath of invulnerability, but a 35 % shorter cooldown and twice the distance.

Hangar

Impact

The jump tears open a shockwave that erases projectiles and damages nearby enemies. In return it charges a quarter longer.

Hangar

Decoy

An afterimage stays at the take-off point and swallows nearby projectiles for three seconds. You don’t just get away — you leave something behind.

Hangar

Defense

Deflector

The balanced protection: the shield absorbs hits, recharges after a pause and breaks with a shockwave.

Free from the start

Armor

Barely any shield, but 60 % more hull and 15 % less damage from everything. You endure longer instead of absorbing hits.

Hangar

Parry

When the shield breaks, it throws everything nearby back as your own projectiles. A shield break turns from defeat into a weapon.

Hangar

Phase Hull

A weaker shield and thinner hull, but after every hit you stay invulnerable three times as long. For pilots who always find their way out of the fray.

Hangar

Ship hulls

Hulls change your play style, not just numbers. Unlocked in the hangar.

RAYCIONPrismProbeRam
Balanced. Everything at standard.Two extra barrels, 65 % fire rate, 80 hull. Wide volleys, slow cadence.Half-size hitbox, triple grazes, +15 % speed. No novas, 70 hull.Contact seriously damages enemies and costs shield instead of hull. 140 hull, 30 shield, −10 % speed.
Hull1008070140
Shield40404030
Speed100 %100 %115 %90 %
Fire rate100 %65 %100 %100 %
Extra barrels0200
Hitbox100 %100 %50 %100 %
Graze100 %100 %300 %100 %
Novas2202

← Back