SpaceRevolution Wiki

SpaceRevolution is a multiplayer space shooter that runs in the browser (and as an Android app). In the hangar you upgrade your ship and buy ammo and ships, then fly out to the maps: hunt NPCs and bosses, fight other players or play in a team. This wiki describes every map, enemy, ship and rule of the game – the numbers always reflect the server’s current settings.

The basics

Controls

The default key bindings – you can change them in the ⚙ (Settings) menu at the top right of the game screen, where you also set the volume.

KeyAction
WASD / arrowsmove
mouseaim
left mouse button / Spacefire
1 … 9, 0ammo and instant slots (1st–10th)
CVBNMship abilities (1st–5th)
Gdrone mode (combat / passive / off)
Tplace a turret
Eupgrade a turret or the base (when near it)
Juse a gate (inside its protected zone)

Base values

Health
100 HP (+ upgrades, ship multiplier)
Speed
360 px/s
Fire rate
4 shots/s
Bullet
720 px/s, 2 s
Starting credits
35,000 credits

The most important in-game resource is kill points (the value of the kills you make during a run): they raise your damage, speed and defence, you spend them on turret and base upgrades, and your credits come from them too. Details: Kills and mechanics.

Maps

There are 6 maps in the game. When you launch, you go back to the map you last played (or to Origin with the Origin button); you travel between maps through gates. There are no entry requirements – you can go to any map at any time.

PvP is on every map: other players (and their turrets and drones) can attack you anywhere. Exceptions: your group mates cannot hurt you (nor you them), and you are safe inside a gate’s protected zone.

Origin

12,800 × 7,200 pxbaseboss chance 10%

The starting map: you arrive here when you launch and when you respawn for free. The base stands in the middle: within its 350 px circle it heals (1 + base level)% of your max health per second; within 180 px you can upgrade it with E for (level + 1) × 5 kill points. NPCs are the weakest here – ideal for starting out.

NPCs
Enemy1: 8 · Enemy2: 5 · Enemy3: 13 · Enemy4: 1 · Enemy5: 3

Hardmode

12,800 × 7,200 pxHardmode ×2baseboss chance 50%

The hard map: NPC health and damage are ×2, their detection range is ×5 (they spot you from far away), and there are many more of them – Void NPCs too. In exchange, credits and NPC-kill rank points are ×2. There is a base.

NPCs
Enemy1: 50 · Enemy2: 10 · Enemy3: 100 · Enemy4: 2 · Enemy5: 20

Void

14,384 × 10,288 px

The home of the Void NPCs: only Void NPCs and the Void Bosses live here. There is no base. Void NPCs attack with fast purple bullets and grow stronger with every player they kill.

Void NPCs
Void NPC 1: 25 · Void NPC 2: 20 · Void NPC 3: 13 · Void Boss: 1 · Void NPC 5: 10

PvP

7,192 × 5,144 pxPvP only

Pure player-versus-player combat: no NPCs at all and no base. The only kill points here come from other players.

No NPCs.

Boss

16,384 × 12,288 pxboss chance 100%

Here every NPC is a boss (Boss NPC): multiplied health and damage, but four times the reward. There is no base.

NPCs
Enemy1: 4 · Enemy2: 3 · Enemy3: 6 · Enemy4: 1 · Enemy5: 2

End

16,384 × 12,288 pxCenturion

The map of the Centurion: besides the huge, ever-growing boss and its Hunters, there are a few of every NPC type and Void NPC too. There is no base.

NPCs
Enemy1: 8 · Enemy2: 4 · Enemy3: 10 · Enemy4: 1 · Enemy5: 1
Centurion
1 (+ Hunterek)

Gates

Death and respawn

1.5 s after dying you can choose:

OptionCostEffect
Originfreein a protected gate zone on Origin, with 70 health
Same map1,000 creditsin one of the map’s protected gate zones (not offered on Origin)
On the spot5,000 creditswhere you died, with full health and shield, invulnerable for 5 s

If you don’t choose within 30 s, you respawn on Origin automatically. What you lose on death is described in What you lose on death.

Enemies (NPCs)

Enemy1

grunt

Chases the nearest player and fires when in range.

Health
50
Speed
300
Damage
10 + 2 × NPC1-kill
Fire rate
2.5 shots/s
Range
520 px
Detection
1,000 px
Respawn
2 s
Where
Origin (8), Hardmode (50), Boss (4), End (8)
Speed boost
when it attacks or starts to flee: +100% speed for 2 s; it recharges after 5 s without taking or dealing damage
Your damage to it
(20 + 0.8 × kill points + weapon bonus) × ship multiplier

When it kills a player

  • its health +10, the “NPC1 kill” counter +0.1 (damage +0.2)

When you kill it

  • 0.2 kill points (2 credits)
  • healing: 7.5% of your max health
  • 1 rank points

Enemy2

slow, rapid-fire

A big, slow ship with very fast fire and long range. Protection: the more players the NPC2s have killed, the less damage every shot does to them (up to −80%).

Health
300
Speed
50
Damage
25 + 5 × NPC2-kill
Fire rate
5 shots/s
Range
1,000 px
Detection
1,500 px
Respawn
10 s
Where
Origin (5), Hardmode (10), Boss (3), End (4)
Your damage to it
(20 + kill points + weapon bonus) × ship multiplier ÷ protection

When it kills a player

  • its health +30, damage +1, fire interval −5 ms, and its protection grows

When you kill it

  • 0.3 kill points (3 credits)
  • healing: 10% of your max health
  • +10 max health (until the end of the run)
  • 3 rank points

Enemy3

fast, short range

Weak but fast and numerous; attacks in swarms. They get faster after every player they kill (+1% per kill, up to +50%).

Health
20
Speed
340
Damage
10 + 8 × NPC3-kill
Fire rate
1.7 shots/s
Range
200 px
Detection
2,000 px
Respawn
0.5 s
Where
Origin (13), Hardmode (100), Boss (6), End (10)
Your damage to it
(15 + 1.5 × kill points + weapon bonus) × ship multiplier

When it kills a player

  • its health +5, damage +0.4, speed +1%

When you kill it

  • 0.1 kill points (1 credits)
  • healing: 2.5% of your max health
  • 2 rank points

Enemy4

does not shoot

A huge, slow, armoured ship: it does not shoot, it just slowly follows you – but its bodyguards, the NPC5s (Enemy5), orbit around it and protect it. As long as there is no NPC4 on a map, there are no NPC5 either.

Health
starts at 1,000, +500 after every NPC4 kill
Speed
50
Detection
10,000 px
Respawn
10 s
Where
Origin (1), Hardmode (2), Boss (1), End (1)
Your damage to it
(10 + kill points + weapon bonus) × ship multiplier

When you kill it

  • healing: 5% of your max health
  • +50 max health (until the end of the run)
  • +10 max shield (if you own a shield upgrade)
  • 25 rank points
  • kill points: its health / 1000 × 1 (the first one gives 1, then more and more)
  • the map escalates: the next NPC4 has +500 health, +2 NPC5 appear, and NPC5 damage and protection grow

Enemy5

bodyguard

The bodyguard of NPC4: it orbits within 400 px of it and fires at the nearest player in range. Protection: your damage to it is reduced by half of the NPC5 kill counter (at most −95%). With every player they kill they become more numerous and stronger – NPC5s are the most dangerous “growing” enemies.

Health
200
Speed
400
Damage
12 + 5 × NPC5 kills, at most 300
Fire rate
2 shots/s
Range
650 px
Respawn
5 s
Where
Origin (3), Hardmode (20), Boss (2), End (1)

When it kills a player

  • the “NPC5 kill” counter +1: damage +5 (up to the cap), protection grows; health +5, and +1 NPC5 appears (at the cap +1 more)

When you kill it

  • 0.2 kill points (2 credits)
  • healing: 5% of your max health
  • 5 rank points

Boss NPC (👑)

boss variant

Any NPC1–5 can also appear as a boss: at every spawn, with the map’s boss chance (Origin 10%, Hardmode 50%, Boss 100%). The boss variant has ×6 health, its shots deal ×3 damage (at least 3), ×2 detection, ×2 size, and its type’s kill counters affect it ×2 as strongly. A BOSS NPC5 deals at most 600. In exchange, kill points and the max-health reward are ×4.

TypeKill ptsHealMax HPShieldRank
👑 BOSS Enemy10.87.5%+0+44
👑 BOSS Enemy21.210%+40+412
👑 BOSS Enemy30.42.5%+0+48
👑 BOSS Enemy4NPC4 × 45%+200+40100
👑 BOSS Enemy50.85%+0+420

Void NPC 1

Voidfighter

A nimble Void fighter: small and fragile (300 health), but it hits hardest per shot (50) and fires fast (10 shots/s – about 500 damage/s). Up close it strips your shield in seconds – shoot it first, it does not take many hits. Its player kills barely make it stronger. Its damage is fixed (reduced by half of your kill points, but at least 5).

Health
300
Speed
330
Damage
50
Fire rate
10 shots/s
Firepower
about 500 damage/s
Size
1×
Range
500 px
Detection
1,500 px
Respawn
5 s
Where
Void (25)

When it kills a player

  • after every player kill (every unit of the type): +10 health

When you kill it

  • 0.3 kill points (3 credits)
  • healing: 5% of your max health
  • +1 max shield (if you own a shield upgrade)
  • 3 rank points

Void NPC 2

Voidbattleship

The Void battleship: ×2 size, the toughest (800 health), slower (300) – and it fires two parallel cannons at once (2 × 30 per volley, 15 volleys/s – about 900 damage/s, the highest firepower). It spots you from far away (4,500 px) and opens fire from long range (600 px). Every player kill makes it tougher and stronger – a battleship with many kills is one of the hardest enemies on the map. Its damage is fixed (reduced by half of your kill points, but at least 5).

Health
800
Speed
300
Damage
30 × 2 bullets
Fire rate
15 shots/s
Firepower
about 900 damage/s
Size
2×
Range
600 px
Detection
4,500 px
Respawn
5 s
Where
Void (20)

When it kills a player

  • after every player kill (every unit of the type): +20 health, +5 damage

When you kill it

  • 0.3 kill points (3 credits)
  • healing: 5% of your max health
  • +1 max shield (if you own a shield upgrade)
  • 3 rank points

Void NPC 3

Voidgiant

A Void giant of ×3 size – yet faster than both Void NPC 1 and 2 (360). Its shots are weak (5) but come in a dense hail (15 shots/s), and its big body is an easy target. Its real danger is growth: every player kill gives it a lot of health and speed, so a “well-fed” Void NPC 3 soon becomes a fast, nearly indestructible tank. Its damage is fixed (reduced by half of your kill points, but at least 5).

Health
300
Speed
360
Damage
5
Fire rate
15 shots/s
Firepower
about 75 damage/s
Size
3×
Range
500 px
Detection
2,000 px
Respawn
5 s
Where
Void (13)

When it kills a player

  • after every player kill (every unit of the type): +100 health, +10 speed

When you kill it

  • 0.3 kill points (3 credits)
  • healing: 5% of your max health
  • +1 max shield (if you own a shield upgrade)
  • 3 rank points

Void NPC 5

Voidescort

The Void Boss’s escort: small, fast (400) and short-ranged (200 px), but it chases you from any distance. The Void Boss releases more of them when its body is hit (those do not respawn). It gets faster after every Void Boss death. Its damage is fixed (reduced by half of your kill points, but at least 5).

Health
300
Speed
400
Damage
30
Fire rate
5 shots/s
Firepower
about 150 damage/s
Size
1.5×
Range
200 px
Detection
unlimited
Respawn
5 s
Where
Void (10)

When it kills a player

  • after every Void Boss death: +10% speed

When you kill it

  • 0.3 kill points (3 credits)
  • healing: 5% of your max health
  • +1 max shield (if you own a shield upgrade)
  • 3 rank points

Void Boss

Voidboss

A gigantic, slowly roaming Void ship that never chases you – its three built-in turrets shoot everything (turrets and drones first, then players and other NPCs). Below 30% health it enrages: its turrets deal ×2 damage. Your shots hit the living turrets first. Every body hit releases a Void NPC 5 escort (at most 10 alive at once). Void ammo damages its body only once. A destroyed turret rebuilds after 30 s, stronger (+500 health, +50 damage).

Health
5,000, +1,000 after each death
Regeneration
2%/s
Shield
below 10% health, a shield worth 200% of its max health (again after 300 s)
Turrets
3: 1,500 health, 32 damage (at least 30), 1,500 px range, 45° cone
Respawn
10 s
Where
Void (1)

When it kills a player

  • if its turrets kill you: +500 max health, healing worth 50% of its max health (even above the maximum), +15 turret damage – see below

When you kill it

  • 5 kill points (50 credits)
  • healing: 5% of your max health
  • +10 max shield (if you own a shield upgrade)
  • 25 rank points
  • its turrets die too, the next Void Boss comes with +1,000 health, Void NPC 5s get faster

Growth and overhealing from its turrets’ kills

  • Whatever its turrets kill – players, player turrets, drones and NPCs too (not the Void NPC 5 escorts) – makes the Void Boss stronger and heals it.
  • Weights: player 1, player turret 1.5, drone 0.5, NPC 0.5 – if the boss is at or above its maximum, an NPC counts only 0.05.
  • Per weight unit: +500 max health (kept on the map – the next Void Boss is that much stronger too), +15 turret damage (until the boss dies), and healing worth 50% of its max health.
  • Overhealing: this healing can exceed its max health – the boss’s health can grow above the maximum. Its own regeneration (2%/s), however, only fills up to the maximum.
  • This is why the NPCs of the Void map feed it too: left undisturbed, its turrets keep killing passing NPCs and fatten it into an ever bigger, overhealed boss.

Centurion

bossever-growing

The giant of the End map. It does not fight itself, it just roams – its Hunters and turrets fight for it. In its protected zone (three times its size, at least 2,000 px across) it releases a new Hunter every 2 s while anyone is there, and also on every hit it takes (at most once per 1 s). Whoever hits it is attacked by all its Hunters for 20 s. Void ammo damages it at most 2 times. At 5,000 health its position is marked for everyone. Your turrets and drone only shoot its Hunters, not its body. Other NPCs flee from Hunters (within 700 px).

Health
starts at 1,000, no upper limit
Incoming damage
−90%
Shield
starts at 1,000 (grows as it grows, up to 20,000), 3%/s
Speed
400; “heavy” from 3,000 health: 50
Turrets
4: 3,000 health, 40 damage, 600 px range – grows with its size (at base size; 2× at double size), bursts of 3
Respawn
60 s
Where
End (1)

When it kills a player

  • every Hunter hit +50 health; every Hunter or turret kill another +50 health and +5 speed – so it keeps getting bigger and stronger

When you kill it

  • 50 kill points (500 credits)
  • healing: 50% of your max health
  • 150 rank points
  • its Hunters die too; it returns with starting values after 60 s

Hunter

the Centurion’s hunter

A fast hunter: it attacks the nearest target in the Centurion’s zone, or the Centurion’s attacker for revenge. Its damage scales with your max health – your kill points do not reduce it.

Health
500
Speed
×4 the Centurion’s speed
Damage
to players 5% of their max health (at least 50); to NPCs, turrets, drones 50
Fire rate
1.5 shots/s
Range
600 px
At once
at most 30

When you kill it

  • 1 kill points (10 credits)
  • healing: 5% of your max health
  • 4 rank points

Marauder

bossroamssteals kill points

A pirate roaming from map to map, escorted by two Cargo drones. It robs the rich: its harpoon steals your kill points – that is its loot, which makes it faster and gives it a shield; above 100 loot its position is marked for everyone. After stealing 30 on a map it flees through the nearest gate; when damaged it hides among NPCs. Defeat it and 1.5× its loot goes back to the pilots who damaged it, in proportion to their damage. You are safe inside a gate’s protected zone and while cloaked.

Health
40,000
Speed
380, +10% per 100 loot (at most +50%)
Shield
50 per loot, 2%/s; at most 50% of its max health. When its harpoon hits an already slowed player, it heals 1% health and gains 4% shield
Your damage to it
your kill count is subtracted from the damage of your shots (and of your drone and turrets) – every shot deals at least 1; the more kills you have, the stronger it is against you
Harpoon
1,200 px, a burst of 3 harpoons every 2.5 s, homing (turns after you at up to 60°/s): each harpoon deals 5% of your max health plus shield, 5× on shields, 40% slow for 4 s – it stacks: every further hit slows your already slowed speed even more (down to 10% of your original speed) –, and it steals 10% of your kill points (at least 1)
Target
the player with the most kill points within 3,000 px (at least 100); whoever attacks it (or its drones) is chased for 30 s – regardless of kill points and distance
Appears
60 s after its defeat, on a random map (not the Origin or PvP)

When you kill it

  • 30 kill points (300 credits)
  • 100 rank points

Cargo drone

the Marauder’s escort

It flies behind the Marauder and does not shoot. Shoot it down and 20% of the Marauder’s loot is yours.

Health
3,000
At once
2

When you kill it

  • 5 kill points (50 credits)
  • 10 rank points

Ships

Basic

free – everyone has it
  • the standard equipment – no modifiers

Tank

30,000 credits1,500 credits per level (1–10)
  • +50% health
  • +50% shield
  • −30% speed
  • +100% fire rate
  • spread shot: within a 15° cone (±7.5°)
  • +2% health regeneration/s
  • +2% shield regeneration/s
  • −20% incoming damage

Lighting

25,000 credits1,250 credits per level (1–10)
  • −20% health
  • +20% speed
  • +10% damage

Vampire

60,000 credits3,000 credits per level (1–10)
  • +15% speed
  • +15% damage
  • +5% healing per kill
  • −10% health/s
  • below 50% health the bonuses are 6× stronger
  • below 20% health the bonuses are 12× stronger
  • the droid's Repair add-on does not heal it

Fortress

35,000 credits1,750 credits per level (1–10)
  • +100% health
  • +200% shield
  • −90% speed
  • +20% damage
  • speed bonuses (kills, upgrade) are 2× stronger
  • +100% fire rate
  • spread shot: within a 30° cone (±15°)
  • +0.1% health regeneration/s
  • +5% shield regeneration/s
  • built-in, invisible turret (uses no turret slot)

Grandmaster

120,000 credits6,000 credits per level (1–10)1 abilitiesteam booster
  • +50% health
  • +50% shield
  • +50% damage
  • +1% health regeneration/s
  • +20% shield regeneration/s

Only this ship can use Holy ammo.

Abilities

VGlorious Battle

for 8 s you and your teammates on the map are invulnerable and fully heal up (health and shield), +10% speed, +50% damage (cooldown 60 s)

Team booster – 30,000 credits

  • +10% damage
  • +10% speed
  • +15% health
  • +15% shield

Mender

90,000 credits4,500 credits per level (1–10)3 abilitiesteam booster
  • +50% health
  • +10% shield
  • +10% speed
  • −15% damage

Abilities

VShield Regeneration

+10% shield/s for 10 s to you and nearby teammates (cooldown 30 s)

BInstant Repair

+50% health to you and every team member (cooldown 60 s)

NRepair Pack

stays in place for 20 s, +10% health/s nearby to you and your teammates (cooldown 40 s)

Team booster – 20,000 credits

  • +20% health

Bastion

85,000 credits4,250 credits per level (1–10)5 abilitiesteam booster
  • +400% health
  • +200% shield
  • −80% speed
  • −50% damage

Abilities

CExhaustion

over 10 s your health and shield drop to 30%; your teammates on the map receive the loss in equal shares (cooldown 60 s)

VTransfusion

for 10 s, −5% health every second; in exchange your teammates on the map get their shields refilled to 100% (cooldown 45 s)

BTrue Bastion

a further −90% incoming damage and −90% speed for 15 s (cooldown 40 s)

NLiving Wall

for 15 s you take the hits aimed at teammates within 900 px (cooldown 60 s)

MAcceleration

+500% speed for 10 s (cooldown 30 s)

Team booster – 20,000 credits

  • +10% shield

Racoon

80,000 credits4,000 credits per level (1–10)4 abilitiesteam booster
  • −20% health
  • +30% shield
  • +30% speed
  • −40% damage

Abilities

CStrike

a 900 px circle expands over 1 s: whoever is inside at that moment (you and your teammates) gets +50% damage for 10 s (cooldown 45 s)

VCloak

you and your teammates within 900 px are invisible for 20 s (on the map and to NPCs too; your drones as well), +10% speed; whoever shoots or leaves the circle becomes visible (cooldown 60 s)

BPing

a red marker at the aimed spot, visible to everyone for 10 s, with a compass arrow (cooldown 10 s)

NSelf-destruct

a 2 s countdown (the circle is visible to everyone), then opponents within 600 px (players and NPCs) take 300% of your max. health as damage, your health then drops to 10%, you gain no health for the kills; if you die meanwhile, it is cancelled (cooldown 120 s)

Team booster – 15,000 credits

  • +15% damage

MADNESS

90,000 credits4,500 credits per level (1–10)3 abilitiesteam booster
  • +20% health
  • +100% shield
  • −20% speed
  • −50% damage
  • 4 rotating turrets: each turret fires (and uses) the selected ammo at the aimed spot
  • the hull does not turn towards the aim

Abilities

VTOTAL CHAOS!

for 15 s your ship flies on its own towards the nearby NPC or player with the most health (you cannot steer it), your turrets fire at the enemy nearest to them (NPC, enemy player, turret or droid); +500% damage, −50% incoming damage (cooldown 90 s)

BUnstoppable

you take no damage for 5 s (cooldown 45 s)

NLittle Hero

for 15 s your droid gets +100% damage, +50% speed, 5× TP (XP) gain (cooldown 60 s)

Team booster – 20,000 credits

  • +5% damage
  • +5% health
  • +10% shield

LAZER

90,000 credits4,500 credits per level (1–10)3 abilitiesteam booster
  • +10% health
  • +20% shield
  • +15% speed
  • +20% damage
  • +50% fire rate

Abilities

VBeam Charge

you cannot fire for 8 s and lose 10% of your shield per second (the same amount of health if you have no shield); if you are alive at the end, +1 Beam charge (up to 3)

BBeam

for 1 charge, for 15 s you fire from the big cannon between the two small ones: 3× faster, with 2× faster bullets and 2× damage

NAnnihilator Ray

for 3 charges, a continuous ray from the middle of your ship for 5 s (2500 px): every second it drains 10% shield and health from you and your teammates on the map and deals 3× that much damage to everything in the ray (not to your teammates, their turrets or droids); meanwhile you are invulnerable, but −90% speed, and your ship turns only slowly towards the mouse

Team booster – 30,000 credits

  • +30% damage
  • +5% health

GRAVITON

95,000 credits4,750 credits per level (1–10)3 abilitiesteam booster
  • +30% health
  • +20% shield
  • −20% speed
  • −10% damage
  • passive Mass attraction: nearby NPCs move more slowly

Abilities

VGravity well

at the aimed spot (at most 1500 px away) a 600 px well pulls NPCs towards its centre for 6 s; bosses are not pulled, only slowed by 40% (in PvP it pulls opponents too, more weakly) (cooldown 20 s)

BEvent horizon

for 4 s enemy projectiles entering the 400 px bubble around your ship slow down by 70% and bend away – it protects your teammates too (cooldown 30 s)

NSingularity

collapses at the aimed spot over 2 s: pulls everything within 900 px into its centre, then explodes – NPCs and opponents take 8% of their max health (2% for bosses) and cannot move for 1.5 s (cooldown 90 s)

Team booster – 25,000 credits

  • +10% damage
  • +10% shield

Kills and mechanics

Kill points and credits

Every kill gives kill points (depending on the type, fractions too, e.g. 0.2). Your kill points last until the end of the run (until you leave), and they:

Who gets the kill?

Killing an NPC – rewards

Healing is a percentage of your max health; max-health and shield bonuses last until the end of the run (the shield bonus needs a shield upgrade). Boss variants: see Boss NPC.

EnemyKill ptsHealMax HPMax shieldRank ptsRespawns
Enemy10.27.5%––12 s
Enemy20.310%+10–310 s
Enemy30.12.5%––20.5 s
Enemy4health/10005%+50+102510 s
Enemy50.25%––55 s
Void NPC 10.35%–+135 s
Void NPC 20.35%–+135 s
Void NPC 30.35%–+135 s
Void NPC 50.35%–+135 s
Void Boss55%–+102510 s
Centurion5050%––15060 s
Hunter15%––4–

When an NPC kills you

NPCs do not heal from kills – they grow stronger: the whole type, on that map, until the server restarts. The effect of one player kill:

KillerGrowth
Enemy1damage +0.2, health +10
Enemy2damage +1, health +30, fire interval −5 ms, protection grows
Enemy3damage +0.4, health +5, speed +1%
Enemy5damage +5 (max 300), protection grows, health +5, +1 NPC5
Void NPC 1health +10
Void NPC 2health +20, damage +5
Void NPC 3health +100, speed +10
Void Boss turretsthe boss gains +500 max health, heals, its turrets grow stronger
Hunter / Centurion turretthe Centurion gains +100 health, +5 speed

What you lose on death

You do not lose: ammo, your ships and ship levels, hangar upgrades, run max-health and shield bonuses, your turrets (on other maps they wait inactive). Your drone disappears while you are dead and comes back with you.

Player versus player (PvP)

Rank points and leaderboard

Rank points are the long-term standing: the hangar leaderboard shows the top 10 players and your own position. Rank points never go below 0.

Turrets, drone, Vampire, Self-destruct

Leaving and keeping your stats

When you leave (or return to the hangar) your kill points are lost – unless you keep them: for 50 credits per kill point, the whole part of your kill points, your run max-health and shield bonuses, your upgraded turrets and your drone’s level carry over to the next launch. Kept kill points do not generate credits again.

Progression and equipment

Hangar upgrades

Permanent upgrades for credits, each up to level 30. Price: base price × (current level + 1).

UpgradePer levelBase price
Armor+20 max health100
Weapons+4 damage150
Engine+5% speed120
Shieldlevel 1: 50, then +20 shield per level250
Turret armor+40 turret health130
Turret cannon+5 turret damage170
Turret breech+12% turret fire rate160
Turret mount+1 placeable turret (at most 5)fixed 10,000

The shield regenerates 1%/s after 3 s without damage (2%/s within 300 px of your own turret).

Ammo and instants

TypeEffectPrice
Normalunlimited ammo (default)free
Voidpiercing shot: flies through NPCs, damaging each of them, 70% damage4,000 credits / 1,000 pcs
DoubleShotfires TWO parallel projectiles, uses 2 rounds per shot1,000 credits / 2,000 pcs
2xDamageDOUBLE damage per projectile1,000 credits / 1,000 pcs
4xDamageQUADRUPLE damage per projectile3,000 credits / 1,000 pcs
HolyGrandmaster only: 6× damage per projectile, +5% shield per hit, 2× larger projectile10,000 credits / 1,000 pcs
InstantHealMinstant +50 health2,000 credits each
InstantHealXLinstant +100 health4,000 credits each
InstantShieldMinstant +50 shield2,000 credits each
InstantShieldXLinstant +150 shield4,000 credits each

The slot order can be rearranged in the hangar. Instants (heal, shield) take effect immediately.

Turrets

Drone

Group

You can invite others to your group in the hangar or during play. Group mates cannot damage each other, share kill rewards, see each other’s health and shield on the group panel, and team boosters and many abilities (Mender, Bastion, Racoon, LAZER) only affect group mates.

Daily and weekly bonus, missions