The Vanguard races through a fleet of alien ships with bright cyan engines.

Starlight AscendantDODGE.
BUILD.
SURVIVE.

A free roguelite space shooter for iPhone. You steer with one thumb, your guns pick their own targets, and the build is all yours.

20WAVES

69WEAPONS

16SHIPS

169ITEMS

How a run goes

START SMALL.
HIT EVERYTHING.

Every run starts with one ship and one weapon.
By wave 20, it's a fireworks show.

Wave 8 in Bellgrave. The player ship fires a laser beam, chain lightning, and a fireball into a swarm among bells and chains.
CAPTURED IN GAME · 1.1.0
/01

Read the swarm.

Enemies lock into formation, then peel off and dive at you. Your weapons do the aiming. Your job is to be somewhere else when they arrive.

The Workshop before wave 13. Six weapons fill the build, and four offers show their prices beside a reroll button.
/02

Build something unfair.

Between waves, spend your credits in the Workshop. Grab a new weapon, stack an item, or combine two weapons into a hybrid that hits much harder.

Wave 20 against the Dreadnought. An orange arrow marks its next dash while the player ship fires a beam into it.
/03

Finish the fight.

Hold out for 20 waves. On the last one, a boss shows up to end your run. Kill it or just outlast it. Either way, you win.

The Ascension screen on Difficulty 2 in Meridian Reach: one Elite wave, 25% more enemy health and damage, 40% more enemies, and a new item to win.
/04

Raise the stakes.

Won a run? Try it on Ascension 1. Each level adds a new threat, and Ascension 5 sends both bosses at you at once.

Free, and fair about it

Play as long as you like.

  • Free to play

    Nothing to refill and nothing to wait for. There's no premium currency to buy, either.

  • Fair about ads

    Your first run has no ads. After that, an ad might play after wave 5, 10, or 15, and never more than 2 in a run. The one-time Supporter Pack turns them off for good.

  • Plays offline

    Play on a plane or in a tunnel. No account needed, and your progress still backs up to iCloud.

Also in the game: 226 achievements, 5 Game Center leaderboards, kill streaks, 20 Protocols that give you an edge for free, and Assist sliders from 50% to 150% if you want it easier or harder.

Pick your ship

SAME SWARM.
DIFFERENT RULES.

16 ships, and each one bends the rules in its own way. You get 3 right away. Win runs and beat bosses to unlock the other 13.

Choose a ship to view its details
Vanguard ship
01 / 16 — Learn the game

Vanguard

A bit more health, a bit more speed, and a few extra credits after every wave. It's forgiving on purpose, so you can learn how the swarm moves.

Starting weapon
Pulse Laser
Ship advantage
+5 Max HP · +5% Speed · +5 Scavenging
Trade-off
No penalties

Ready from your first run

Gunship ship
02 / 16 — Kill it first

Gunship

Hits harder and fires faster from wave 1. The catch is a weak magnet, so you'll have to fly in close to grab your credits.

Starting weapon
Fire Ball
Ship advantage
+20% Damage · +10% Attack Speed
Trade-off
−30% Magnet

Ready from your first run

Corsair ship
03 / 16 — Bleed them dry

Corsair

Bring a blade to a gunfight. Every hit has a chance to patch the hull. Guns still fire, but they hit a lot softer than steel.

Starting weapon
Cyber Sword
Ship advantage
+2 Melee Damage · +3% Life Steal
Trade-off
−30% Damage for non-Melee weapons

Ready from your first run

Scout ship
04 / 16 — Never get hit

Scout

Weave through the gaps while your missiles hunt things down. You live on speed and dodge, because armor does nothing for you here.

Starting weapon
Seeking Missiles
Ship advantage
+20% Speed · +10% Dodge · +10 Range
Trade-off
Armor cannot exceed 0

Win Ascension 0

Cruiser ship
05 / 16 — Tank the dives

Cruiser

Slow, heavy, and hard to kill. Hold your Laser Beam on a target and choose your spot with care, because you won't get out of the way fast.

Starting weapon
Laser Beam
Ship advantage
+8 Max HP · +5 Armor
Trade-off
−20% Speed

Win Ascension 1

Merchant ship
06 / 16 — Buy the win

Merchant

Earns more every wave and sees five shop offers instead of four. It starts weak. Shop well and it ends scary.

Starting weapon
Ice Shard
Ship advantage
+15 Scavenging · +15 Luck · 5 shop offers
Trade-off
−20% Damage

Win Ascension 2

Carrier ship
07 / 16 — Let the sentries fight

Carrier

Your sentries stay for the whole wave, so the arena fills up fast. Go all in on Engineer weapons and let them do the fighting.

Starting weapon
Turret
Ship advantage
+5 Engineer Damage · Sentries last the whole wave
Trade-off
−40% Damage for non-Engineer weapons

Win Ascension 4

Phantom ship
08 / 16 — Dodge or die

Phantom

Dodges more than any other ship, up to 80%. But your health tops out at 25, so the hits that do land really sting.

Starting weapon
Lightning Spark
Ship advantage
+20% Dodge · 80% Dodge cap
Trade-off
−5 Armor · Max HP cannot exceed 25

Win Ascension 5

Prototype ship
09 / 16 — Start with a hybrid

Prototype

Starts every run with a random hybrid weapon and bonus damage. You don't pick the weapon. You do pick what to build around it.

Starting weapon
Random Uncommon hybrid
Ship advantage
+20% Damage
Trade-off
−25% Max HP

Win with each of the original seven ships

Ironclad ship
10 / 16 — Take the hits

Ironclad

Armor plates orbit your hull, soak up hits, and answer with a shockwave. You can't dodge at all, so plant yourself and let the plates work.

Starting weapon
Aegis Plates
Ship advantage
+8 Armor · +10 Max HP
Trade-off
−25% Speed · Dodge cannot exceed 0

Win with the Corsair

Warden ship
11 / 16 — Make them come to you

Warden

An Ion Field fries anything that gets close, and every melee weapon grows 20% bigger. Your guns can't reach far, so hold the middle and let them come to you.

Starting weapon
Ion Field
Ship advantage
+2 HP Regen · Melee shapes 20% larger
Trade-off
−20% Speed · Range cannot exceed 250

Win with the Ironclad

Harrier ship
12 / 16 — Hit and run

Harrier

Ram the Piston Spike through a diving enemy and get out before it hits back. Nothing on this ship reaches far, so speed and crits keep you alive.

Starting weapon
Piston Spike
Ship advantage
+15% Speed · +5% Crit Chance
Trade-off
Range cannot exceed 200

Win a run with melee weapons only

Tempest ship
13 / 16 — Burn and freeze

Tempest

Opens with ice, then leans into the elements. Fire, ice, and lightning all hit harder, and there's no downside at all.

Starting weapon
Ice Shard
Ship advantage
+3 Elemental Damage · +10% Attack Speed
Trade-off
No penalties

Win Ascension 3

Ferryman ship
14 / 16 — Snipe from the back

Ferryman

Thread Bell Lance shots through the swarm from way back. It's slow, so you'll need to spot every dive before it starts.

Starting weapon
Bell Lance
Ship advantage
+35 Range · +5 Ranged Damage
Trade-off
−15% Speed

Defeat both Bellgrave bosses

Botanist ship
15 / 16 — Plant more turrets

Botanist

Each Turret plants one extra sentry. Let the garden hold the lanes while you stay out of trouble, because this hull can't take much.

Starting weapon
Turret
Ship advantage
+5 Engineer Damage · +1 sentry per Turret
Trade-off
−5 Max HP

Defeat both Cinderbloom bosses

Surveyor ship
16 / 16 — Crit on the move

Surveyor

Every Recall Array shot fires a second time from where it started. Keep moving, stay fast, and let the crits pile up.

Starting weapon
Recall Array
Ship advantage
+15% Speed · +10% Crit Chance
Trade-off
−6 Max HP

Defeat both Parallax Vault bosses

Every slot is a decision

SIX WEAPONS.
YOUR KIND
OF CHAOS.

Chain lightning through a tight formation. Send missiles after the stragglers. Drop sentries and hold your ground, or get up close with a blade.

You get 6 slots. Fill them from 11 base weapons, combine pairs into 55 hybrids, and earn 3 more in the outer worlds. Weapons come in 8 classes, and two from the same class earn a set bonus. Then pile 169 items on top.

See where you'll fly
Weapons bay

4 worlds · 8 bosses · 2 titans

EVERY WORLD
BITES BACK.

Clear a world once and the next one opens. Expect new enemies, new ways to die, and a new soundtrack each time.

  1. World 01

    Meridian Reach

    Hold the last road home.

    Classic formation flying. Aliens swoop in, lock into a grid, and dive at you. Shoot the Abductor mid-dive and you rescue a Wingman.

    • Dreadnought, a boss of Meridian Reach
      Boss

      Dreadnought

      Dashes straight at you, then sweeps a tractor beam.

    • Hive Queen, a boss of Meridian Reach
      Boss

      Hive Queen

      Marks where you are, then fills that spot with shots. Don't stay put.

    • The Mothership, the titan of Meridian Reach
      Titan

      The Mothership

      Takes up the whole top of the arena. Break its turrets and the core takes more damage.

    Opens
    Open from the start
  2. World 02

    Bellgrave

    The rescue call never stopped.

    A ruin of bells and chains. Bell Drones send out rings of shots with one safe gap, and Bell Turrets ride down the walls.

    • The Sexton, a boss of Bellgrave
      Boss

      The Sexton

      Tolls rings of shots with one gap to fly through.

    • The Last Choir, a boss of Bellgrave
      Boss

      The Last Choir

      Its voices ring in turn, then all at once.

    Opens
    Clear Meridian Reach once
    Beat both bosses
    The Ferryman joins your fleet
  3. World 03

    Cinderbloom

    The star died. The garden did not.

    A garden growing over a dead star. Kill the Spore Lantern's seeds fast, or they sprout into thorn fields.

    • The Gardener, a boss of Cinderbloom
      Boss

      The Gardener

      Its arms slice wedges across the bottom half of the arena.

    • Widow Sun, a boss of Cinderbloom
      Boss

      Widow Sun

      Opens her petals to fire solar flares.

    Opens
    Clear Bellgrave once
    Beat both bosses
    The Botanist joins your fleet
  4. World 04

    Parallax Vault

    The battle ended. The echoes kept fighting.

    Ghosts of an old fight still fly here. Afterimages repeat their dives, and Prism Turrets fire darts from the walls.

    • The Archivist, a boss of Parallax Vault
      Boss

      The Archivist

      Records your flight path and fires it back at you as a beam.

    • The Unwritten, a boss of Parallax Vault
      Boss

      The Unwritten

      One hand replays your route. The other fires fans of shots.

    • The Panopticon, the titan of Parallax Vault
      Titan

      The Panopticon

      Its searchlights find you, lock on, and fire rail lances.

    Opens
    Clear Cinderbloom once
    Beat both bosses
    The Surveyor joins your fleet

Wave 20 brings one of the world's two bosses. On Ascension 5, you get both at once. In Meridian Reach and Parallax Vault, a titan might show up instead, and titans always fight alone.

ONE MORE
RUN.

Free on iPhone. Pick a ship, pick a world, and find out how far this build takes you.

Download on the App Store

iOS 18 or later
No account needed, and it plays offline.
An ad can play between some waves. The Supporter Pack removes them.

Read the latest dev notes