
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.

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

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.

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.

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.

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

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.
Ready from your first run

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.
Ready from your first run

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.
Ready from your first run

Weave through the gaps while your missiles hunt things down. You live on speed and dodge, because armor does nothing for you here.
Win Ascension 0

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.
Win Ascension 1

Earns more every wave and sees five shop offers instead of four. It starts weak. Shop well and it ends scary.
Win Ascension 2

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.
Win Ascension 4

Dodges more than any other ship, up to 80%. But your health tops out at 25, so the hits that do land really sting.
Win Ascension 5

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.
Win with each of the original seven ships

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.
Win with the Corsair

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.
Win with the Ironclad

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.
Win a run with melee weapons only

Opens with ice, then leans into the elements. Fire, ice, and lightning all hit harder, and there's no downside at all.
Win Ascension 3

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

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.
Defeat both Cinderbloom bosses

Every Recall Array shot fires a second time from where it started. Keep moving, stay fast, and let the crits pile up.
Defeat both Parallax Vault bosses
Every slot is a decision
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 flyWeapon · Common

A steady stream of fast bolts. Nothing fancy, and it never lets up.
Scales with Ranged Damage.
Combine two Common weapons to make an Uncommon hybrid.
Weapon · Common

Three missiles that hunt down targets in any direction, even behind you.
Scales with Ranged Damage.
Combine two Common weapons to make an Uncommon hybrid.
Weapon · Common

Lightning that jumps from enemy to enemy. The tighter the formation, the better it gets.
2 chains · Scales with Elemental Damage.
Combine two Common weapons to make an Uncommon hybrid.
Weapon · Common

Lobs an explosive fireball into a crowd and leaves the survivors on fire.
Splash + burn · Scales with Elemental Damage.
Combine two Common weapons to make an Uncommon hybrid.
Weapon · Common

A focused beam that cuts right through enemies lined up in front of you.
1 pierce · Scales with Ranged Damage.
Combine two Common weapons to make an Uncommon hybrid.
Weapon · Common

Drops sentries near your ship that shoot at anything, in any direction.
2 sentries · Scales with Engineer Damage.
Combine two Common weapons to make an Uncommon hybrid.
4 worlds · 8 bosses · 2 titans
Clear a world once and the next one opens. Expect new enemies, new ways to die, and a new soundtrack each time.
World 01
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.

Dashes straight at you, then sweeps a tractor beam.

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

Takes up the whole top of the arena. Break its turrets and the core takes more damage.
World 02
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.

Tolls rings of shots with one gap to fly through.

Its voices ring in turn, then all at once.
World 03
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.

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

Opens her petals to fire solar flares.
World 04
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.

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

One hand replays your route. The other fires fans of shots.
Its searchlights find you, lock on, and fire rail lances.
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.

Free on iPhone. Pick a ship, pick a world, and find out how far this build takes you.
iOS 18 or later
No account needed, and it plays offline.
An ad can play between some waves. The Supporter Pack removes them.