DRAG TO FLY. HOLD TO FIRE.
One thumb steers and shoots. A second finger blinks you out of trouble.
MORE THAN REFLEXES
Chapters
The Moon to the Sun, then the wormhole. Wave fights, obstacle runs, rescues and bosses.
Guns with elements
Every enemy family folds to one element and shrugs off another. Nobody tells you which.
Upgrade forks
Shield or blades. Magnet or repel. Faster or harder. Bombs or cloak. Change your mind any time.
Hit, and you're gone
No health bar. Tap a second finger to blink a short jump sideways, out of the line of fire.
BEAT THEM ONCE. THEY COME BACK.
Seven bosses. In the second half of the campaign each returns grown, with a new phase and a new attack.
ELEVEN GUNS. FIVE LEVELS EACH.
The gallery records every weakness you find. Your ship's hull grows with your gun.
THREE WAYS TO PLAY
STORY
The campaign, told through one pilot's log. Fourteen chapters and an ending you won't see coming.
SPEED RUN
Obstacle segments that keep getting faster and tighter. Three ships, however far you've upgraded.
SURVIVAL
One life, endless waves. Upgrades drop as crates you have to fly into to keep.
“Nine hundred ships over Earth at dusk. Eleven by morning.”