Lower this to make busy late-game effects transparent. Balls, coins, your {skiff}, enemies and incoming shots stay visible. At 0%, decorative effects are hidden.
Preferences save automatically on this device. Your system’s reduced-motion preference is also respected.
Pilots & saved data
Each pilot keeps their own upgrades, currencies and story progress.
Switching ends the current expedition; your next launch starts at
sector one.
Flight recorder & pilot tools
Test flights use an isolated build. They never change your earned
progress.
DEBUG · Style, audio and unlocksDiagnostics
KEPLER STATION / BRIEFING ROOM
Briefing room
KEPLER STATION / PILOT ORIENTATION
Help & flight manual
NO FINE PRINT, JUST USEFUL PRINT
QUICKSTART / FIRST SORTIE
Three minutes to useful trouble
Mouse is easiest: move the pointer left or right over the playfield and the {skiff} follows it. On a phone or tablet, drag anywhere across the playfield; arrow keys are the fallback.
Joypad support: a standard browser gamepad works when connected: the left stick moves the {skiff}, A pauses, X and Y activate equipped abilities, and B activates the special pattern. Button labels can vary by controller.
Catch falling coins with the {skiff}. They are permanent currency, even when a run ends.
Spend coins in ’s Workshop between levels or after a run. Start with one damage rank, then build fuel or an automatic helper.
Keep returning the ball. Fuel drains while flying, and losing the last ball costs 10% of the tank.
Press 1 or 2 for equipped abilities. Pause with Space whenever you need to breathe.
Your first objective is not a perfect run. Break income bricks, buy a rank, and make the next launch last longer.
DRAMATIS PERSONAE
Six names that keep the lights on
Station HR redacts dossiers until you have actually met people. They call this privacy. Nobody else does.
Read the field
Omnicorp Adam Vale's nanobot recovery mesh turns dismantled worlds into the blockade ahead of you. Its final construction is a recovery bailiff: destroy its coordination core in sector 30 to stop this collection operation. Other Vale subsystems remain beyond this system.
Bricks with coins are your economy. Fuel capsules are temporary help. Purple and other timed pods last for a short window; collect them when the wall is busy rather than chasing them into a missed ball.
The fuel bar and ticker tell you what the run is asking for. The DPS figure is actual damage dealt, not a prediction.
Field salvage
Operational briefings
{vex} abilities
You can equip two active abilities. Refuel is reliable; damage powers are strongest when several required targets remain. Save fuel for the cast that changes the wave.
Desktop: press 1 or 2, or click the numbered ability button in the flight console. Mobile: pause, open Mobile drydock, choose an owned ability in slot 1 or 2, lock the loadout, then tap the numbered ability button in the flight console during play. If the buttons are off-screen, scroll the flight console into view; the loadout remains available while paused.
{hal} special operations
{hal} sells special patterns for coins; purchases are permanent and one pattern can be equipped for the next run. Equipping is free — click Equip for next run on any owned pattern in the tree. During flight the equipped special has two uses per run, each lasting ten combat seconds. The flight-console button counts down your remaining uses; pause freezes the timer, overlapping activations are rejected, and uses do not refresh at sector boundaries. A new run restores both. Clone skiffs return descending balls but never trigger return-fuel or split effects, and they share your {skiff}'s collision.
Desktop: press 3, or click the special button in the flight console — it reads 3 · Pattern · 1/2 and shows the live duration while active. Mobile: equip the pattern at {hal}'s before launching, then tap the numbered button during play. Joypad: press B to activate the equipped pattern. Uses only return when a fresh run starts.
Build with a job in mind
Manual impact
Ball damage and critical upgrades reward accurate returns. Pair them with Reactor sustain; a powerful ball that runs out of fuel is still a very expensive marble.
Swarm support
Drones fire automatically and orbit the {skiff}. They are forgiving, but missed balls still cost fuel and coins, so keep playing instead of treating them as an idle mode.
Area control
Demolition and Elements become more valuable as formations grow. Freeze moving enemies, then use blasts or shatter effects while targets are grouped.
Complete the prerequisite node before crossing a bridge. A narrow build reaches its defining upgrades sooner than a collection of half-finished branches.
Bosses, failure and looping
Bosses arrive at sectors 10, 20 and 30. Their walls are longer encounters, so fuel income, ball returns and damage over time matter more than a single early burst. A failed run keeps purchased skills and currency. Sector skips are an advance, not a way to farm the same payout forever: clear new sectors to renew them.
After sector 30, the Astral Exchange can unlock looping. Legendaries and ordinary skills persist, while each harder loop asks you to make the build work against longer formations.
KEPLER STATION / PRUDENCE'S DESK
Staff records
AUTHORISED PERSONNEL FILES
KEPLER ENGINEERING / PERMANENT SYSTEMS
Workshop
'S SCRAP EMPORIUM / CONTRABAND TECHNOLOGY
Scrap emporium
Active loadout
Fire with 1 / 2 during a run.
ASTRAL EXCHANGE / FINAL-BOSS RELICS
Astral exchange
Defeat sector 30 to earn a relic. Beyond the Belt is your first
purchase. Ordinary skills are always available to grind; looping
accelerates the journey.
Currency exchange
Special operations
● Purchased◉ Available○ LockedDrag to pan · Scroll to zoom