One ship, two ways to panic — and a synthwave soundtrack that gets hotter as the void fights back. Pick your mission:
Your five best runs per mode, saved on this device — with date, wave / time, kills and best combo.
Every ~45 seconds (first one sooner) your ship discharges a Pulsar Surge: a shockwave erupts from your hull and sweeps across the field, clearing enemy bullets it crosses and staggering enemies — bosses only briefly. The Surge icon in the right rail fills as the next pulse approaches, and a charge aura tightens around your ship as it builds. Grab power-ups to upgrade your cannons, raise a shield, repair the hull — and call in a temporary squadron (Q): two wingmates that fly in formation and add their cannons to yours for 20 seconds; grabbing another Q refreshes it. The first tank you kill in any run always drops a Q, and Q holds a bigger share of random drops after that. Weapon levels above Lv.2 are rented, not owned — they step down one level every 15 seconds, so keep hunting W drops to stay hot. Getting hit knocks your weapon down a level too. Your missile charges on its own in two levels: the hexagon fills cyan for a Lv.1 missile in ~4 seconds — fire then, or wait through the slower second stage as a red outline builds around the hexagon for a Lv.2 heavy missile with far bigger splash damage. Full red glow means Lv.2 is ready.