Pilot's Manual
Everything here is learnable in a single run. Position, timing and target priority are the whole game — stay moving, keep the swarm from boxing you in, and read what each enemy is about to do before it does it.
The rest of this manual is what the ship's database would tell you, if you asked it nicely.
> Vyra online. Systems nominal. Good hunting, Vyrion.
Fly with the mouse or the keyboard, whichever suits you. Every binding below can be remapped in Settings, and full game controller support is built in.
Touch and drag anywhere to fly. Your guns run themselves on iPhone, so both hands are free for the part that matters — not being where the bullets are.
Five weapon systems, each with a distinct tactical role. The right tool matters far more than the biggest one — and you can switch mid-battle, so switch.
100% Standard plasma projectiles. The yardstick every other weapon is measured against, and never the wrong answer.
120% Parallel bullets across a wider front. Trades precision for coverage — ideal when the screen fills up.
130% An instant beam with no travel time, so fast movers can't outrun it. It builds heat — ease off before it locks you out.
80% Arcs from one target to the next. Weakest on paper, devastating against a cluster — let them group up, then let go.
200% Heavy ordnance with splash damage. Your answer to armour, and to anything that refuses to die on schedule.
Credits earned on every run feed the next unlock. There is always another gun to try and another upgrade to chase:
Your ultimate. It charges as you fight and holds until you call on it — then hunts the screen clean and buys you the moment you needed.
Charge. Release. Dominate.
Enemies drop more than wreckage. Everything below is worth breaking formation for — most of it, anyway.
Destroy three of the same enemy type in a row and they'll drop a credit bonus. The tougher the enemy, the bigger the payout — so hunting one species deliberately pays better than clearing whatever's nearest.
Dropped at random once you're past the opening levels. Five tokens buy one free upgrade in the shop, and they keep between runs — so a bad run is never a wasted one.
Eight hulls, each with its own silhouette, colours and character — from the Vanguard you start in to the Colossus you earn. Credits from the campaign carry you up the ladder one hull at a time, and every step looks and feels like a promotion.
Seven multi-phase encounters stand between you and the far end of the campaign. Each one is a gate: beat it or stay where you are. Each one has a tell, and each tell has an answer.
Sovereign mini-bosses arrive far more often, freezing progress every few levels until they're put down. Deal with them first — nothing else advances while they're alive.
One enemy remembers you. It returns across a campaign, and it is not the same ship each time — it studies how you fight and comes back built to beat it.
It reads your weapon choice, your dodge patterns and the corners of the screen you retreat to. It wears the damage you did to it. Change how you fly, or it will have already worked out where you're going.
> It's watching.
Not one enemy but hundreds, flocking as a single organism around a core. You cannot shoot the middle of it until you've thinned the outside.
Breaks in the campaign with their own rules and their own rewards. They arrive on a rhythm you'll learn to feel coming — clear one well and you return to the fight better armed than you left it.
Clear enough of the right things and the Arcade opens — a separate run of challenge rounds, unlocked by achievement rather than by level, and played on its own terms.
iPhone: Settings → Frame Rate offers 30 / 60 / AUTO. 30 runs
coolest; AUTO balances smoothness against temperature on long sessions.
Mac: Settings → Resolution sets the window size; Display settings control
detail level.
Every hostile you meet is catalogued — behaviour, strengths, weaknesses and the way to put it down.