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Start with Scatter, Arc or Frost. Unlock more guns through wave milestones, then mount up to three different types on any open faces. Rifle fires along its aiming lines. Extra guns keep their upgrades in the weapon bank. Depth 1 has no affinities; weaknesses and resistances begin at depth 2.
Each named save has separate progress. Upgrades and completed runs also autosave.
Abilities that work on their own during a run. Most fire whenever their cooldown is up; Flywheel is powered by your own turning.
Assign spare banked guns to two stationary turrets. Each aims at the enemy closest to itself, fires within its range, and attracts nearby enemies. Guns keep their upgrades and modules. A gun can belong to the main tower or one turret.
Deploy for 50 run coins; replacements cost 25 more each time, after a 20-second cooldown. Turrets start with 40% weapon damage and 50% tower health, with a shorter firing range. Hull and Power upgrades below stay with each gun.
Combat is paused. Spend coins on upgrades for this run.
Combat is paused while this menu is open. Tap a position to preview the firing and attraction ranges, then confirm. Deployed turrets stay in place until destroyed.
Off: clear the wave, then tap Start next wave.
Fog active. Wave details return when it clears.
Hold the left or right arena button to turn, or drag the arena. Tap Upgrades for purchases and auto-buy. Pause opens game speed, rotation and zoom settings. Q/E (or A/D, arrows) rotate; T toggles auto-aim. Keys 1–4 buy Damage, Fire Rate, Health and Regen. Space pauses; Esc closes upgrades, resumes a paused run, or ends an active run.