GAME MODES
The streamer picks a mode in the menu; Factions and Free-for-all can be won by TIME or by STOCK, Boss mode pits everyone against one giant.
FACTIONS
Teams fight. With team picking on, pick a side with !join red, blue, green or yellow.
Team deathmatch on the clock: the team with the most kills wins. Team kills show as a live pie chart.
Fleet Reserves: every team gets the same shared pool of ships. When a team's pool is empty, its deaths are final; the last team flying wins.
- Every team has a base at home: it heals ships that !retreat, shoots at enemies, and blows up into debris when its pool runs out.
- Friendly fire costs your team a point, so scores can go negative.
- New pilots mid-round join the team with the fewest pilots.
FREE-FOR-ALL
Every ship for itself.
Timed, with respawns: whoever has the most kills when the clock runs out wins.
Every pilot has their own lives. Last pilot standing wins. Late joiners get the average lives of those still flying.
- The kill list shows lives left (or kills, at the streamer's click).
- Results open on the knockout order: last one standing first.
BOSS
Everyone against a giant boss. Sometimes two.
Shoot the boss down. Its shield goes first; once broken it comes back half a minute later (sooner with a big crowd) or at once at 2/3 and 1/3 of its HP.
The pilots share one pool of lives (10 each, late joiners add theirs): when it runs dry (or the streamer's optional time limit runs out), the boss wins.
- A flashing WARNING and a siren, then each boss makes its own entrance.
- Its bars show colors only, never numbers. The lower its HP, the angrier and faster it gets.
- More pilots joining make it tougher, and so does a long fight. It never gets weaker.
- Calamities strike mid-fight too: meteor showers, storms, black holes, radiation leaks. The boss shrugs them off; the pilots have to dodge them.
- The leaderboard ranks DAMAGE: every pilot's hits on the boss and its fighters and drones, most first, on the kill list and the results.
- Cheers during a boss: every 10 bits = +10 lives for the cheerer's team (timed matches: +6 s on the clock).
- Bosses also crash team matches now and then: Fleet Reserves 5%, Factions 1% (and 1% of those bring a second one).
FIELDS
Every round is fought somewhere: a random field each round, or the streamer's pick. Each has its own backdrop and its own twist.
DEEP SPACE
Nothing out here but rocks, ice and each other.
- The classic: rocks, a quarter of them ice, and the odd calamity
OVER EARTH
Low orbit: drifting satellites break into flying parts, and on hard bots some shoot anyone near.
- Satellites: about 45% of what floats by
- Shot apart, they break into panels and modules that fly off and ram ships
- Hard bots: 30% carry a turret (very hard: 50%) that shoots anyone within 650
LUNAR SURFACE
Skimming the Moon: big grey boulders everywhere and meteors that never burn up.
- 50% more rocks, mostly large to giant
- Meteor showers come far more often
OVER MARS
Red rocks and red dust storms that shove ships, shots and boulders across the map.
- Rust-red rocks
- The blizzard is a Dust Storm here, and it comes four times as often
OVER JUPITER
Big radiation fields keep opening in Jupiter's belts: fly around them or fry.
- Radiation fields 480–720 wide open every 7–13 s, up to 3 at once
- Each lasts 28–42 s and never opens on a base
- Io, Europa, Ganymede and Callisto drift by behind the fight
SATURN'S RINGS
Inside the rings: a crowd of ice chunks that bounce your shots back.
- 80% of the rocks are ice (shots bounce off and hit anyone)
- Lots of smaller chunks, and ice showers three times as often
NEAR THE SUN
Solar flares sweep the field in waves of fire, and ice melts before it gets here.
- Solar Flares: rows of fire marching across the fight, out from the Sun
- No ice (it melts), and calamities come sooner
THE BOSSES
Built from the same parts as the ships, ten of them long. Every boss has a shield, an entrance of its own and its own tricks.
LEVIATHAN
Dreadnought
HYPERSPACE DROP- Missile salvo
- Fighter bays
HIVE MOTHER
Carrier
SWARM ASSEMBLY- Drone swarm
CRIMSON MANTA
Flying wing
STRAFING SWOOP- Strafing run
IRON BASTION
Armored fortress
ARMOR LOCK-IN- Shield dome and siege cannon
LUMEN SPIRE
Laser satellite
BEAM-DOWN- Sweeping laser
WIDOW
Radiation spider
ELECTRIC RIFT- Mine field
- Radiation burst
- Chain lightning
MAGNETAR
Tractor ring
MAGNETIC COLLAPSE- Tractor beam and EMP
HYDRA
Splitting three-headed warship
THREE-WAY DOCK- Sweeping laser
- Missile salvo
- Drone brood
- Last stand
- Beam wall
- Death triangle
SINGULARITY
Gravity engine
EVENT HORIZON- Gravity well
- Rock sling
PHANTOM
Stealth frigate
DECLOAK- Cloak and blink
SERAPH
Orbital lancer
BURNING RE-ENTRY- Orbital lances
- Nova ring
MAELSTROM
Blade carrier
WARP TEAR- Blade ring
- Flak barrage
- Blade storm
HOW A ROUND GOES
Kills go to the enemy who did it. Crashes, rocks, black holes and your own missile count for the last enemy who hit you in the past 10 seconds.
