You move with the keys, aim with the mouse and dodge on a split second. Phones and tablets aren't supported yet: a touch version you can install is on the roadmap.
Survive the waves. Nothing here misses twice.
Everything in the arena, drawn exactly as it appears in play.
P resume • Q twice to quit • M mute
Only claimed callsigns are listed. Guests and pilots who appear offline still count towards the total.
Everything in one page. Tips also pop up in game the first time you meet something.
WASD move • mouse aim • hold left click fire • SPACE dash (you're invulnerable mid-dash).
Drag anywhere to move: your ship aims at the nearest enemy and fires by itself • DASH dashes (you're invulnerable mid-dash). Rather aim yourself? SETTINGS › TOUCH: ONE-STICK (the stick points your ship, hold FIRE to shoot) or TWIN-STICK (left thumb moves, right thumb aims and fires).
Clear every wave. After each wave you pick one perk (1 / 2 / 3). Every 5th wave is a boss.
Enemies drop gun crates. You carry two guns (shown at the bottom): Q or the mouse wheel swaps.SWAP swaps. An empty gun switches to the other one, then the pistol. With both slots full, a new crate drops the gun in hand on the floor.
Grab the same gun again to rank it up. The 4th copy EVOLVES it (gold name) into a stronger version.
Gun crates don't drift to you: they land apart, so walk to the one you want.
Kills fill the orange bar under your dash. When it's full press E or right clickOVERDRIVE: a shockwave, then 6 s of faster, harder, free-ammo fire.
The blue segments under your hull are ARMOR: it takes hits before your hull does. You start with a 2-segment vest and 1 spare plate.
Press RARMOR to put one plate on (0.7 s; press again for the next). You move at half speed and can't shoot meanwhile. Getting hit or dashing cancels it and you keep the plate. Pick a quiet moment, behind cover.
Plates drop instead of some medkits and on some wave clears (your satchel holds 3). Bosses drop a VEST (one more segment, up to 4) — or, once your vest is full, an ARMOR KIT (one press, 2 s: every segment at once).
A ring filling up on the floor = something lands there (mortar shell, meteor, boss slam). Step out.
A white line = a beam fires along it. A lane with chevrons = a charge. A red circle filling up = a slam: be outside the rim.
Green bubbling pool = acid. Pink beam sweeping the arena = laser: slip through its green gap, or dash straight through it.
Boss MECHANIC = the boss bar turns red (LETHAL). There is always a way to survive it — work it out. Armor and dashes don't help. The first time you meet each one it only takes half your hull.
Colour = family: red rush you, amber shoot, violet soak damage, lime support, magenta have a trick.
A red chevron over an enemy = it's aiming at you. Healers (thorned lime pods) heal others: kill them first.
Gold crown = elite, with its abilities in chips under it (HST, BLK, GRD, SPL).
Lancer paints a lane then charges. Mortar shells where you're heading.
From wave 6, some waves give a task at the top of the screen: hold the zone (clear it, then stay in — it drains when you leave and collapses when its inner ring runs out), chase down the bounty (it runs; follow the red line), grab the supply drop, or escort the drone. Doing it pays score, scrap and a free gun.
Every enemy, gun and perk is in the CODEX (main menu).
Later waves may throw a meteor shower, a laser sweep or a x2 score orb.
Pick a perk. Gold cards (wave 10+) are legendary: they change how you play. Spend scrap (from kills) in the shop with 4 / 5 / 6.
BREAKOUT is the main solo mode: 30 waves across three sectors (the arena changes at waves 11 and 21) and a final boss, THE ARCHITECT. Beat it and you win — then keep going for score if you like.
Every run pays FLUX (cyan); bosses drop CIPHERS (pink). Spend them in the HANGAR: THE CIRCUIT (permanent talents, two per row, switch for free), a primary gun to launch with and its VARIANTS, and IMPLANTS that rank up as you use them.
Won it? Turn up THREAT in the hangar: protocols like enemies that lead their shots or a wave clock. Your first win at each new THREAT level pays HALOS (gold) for that primary gun.
Quitting from the pause screen (Q twice) still banks what the run earned.
From wave 19 shooters, marksmen, lancers, the Hydra and THE ARCHITECT lead their shots: circling steadily stops working, so change direction or dash.
Healing is capped: lifesteal draws from a small heal bank, medkits and armor plates get rarer after wave 20, and none drop in THE ARCHITECT’s final wave. From wave 25 elites can carry two abilities.
When a teammate goes down, stand in their ring to revive them (10 s before they bleed out). Downed pilots crawl and keep firing their pistol. The squad shares REINFORCEMENTS (hex pips): bringing back a pilot who bled out costs one, and boss waves refund one.
The tether beam between nearby pilots cuts enemies; hitting a target from another angle than a teammate is CROSSFIRE (+25%). Co-op adds Twin Uplink, Twin Elites and Reactor Defence, and bosses make raid calls: STACK together, SPREAD apart, hit the TANK’s back.
F / middle click pings for your squad. Two OVERDRIVEs at once = SYNC. The leader can raise the SQUAD TIER (HARD / NIGHTMARE) for more score.
Your callsign is claimed for you on first launch, so nobody else can fly under it. Keep the recovery code from PROFILE: it moves your callsign to another browser.
Solo runs go on the SOLO boards (per mode and difficulty), squads on CO-OP, plus today’s DAILY. Tap any name for that pilot’s card.
The badge on the main menu shows who is online. Settings › ONLINE › APPEAR OFFLINE hides you from the list.
Every run pays FLUX. Bosses drop CIPHERS. First BREAKOUT wins at a new THREAT level pay HALOS. Co-op pays FLUX and CIPHERS too, but co-op ships always fly stock.
The arena runs on the server; friends join with a 4-letter code.
Pick a callsign. It shows above your ship and identifies you in co-op.
3-12 letters, numbers, spaces, - and _
Pick a mode, check your loadout, launch. ENTER starts.
CHOOSE ONE — 1 / 2 / 3
Changes apply instantly • saved on this device • Esc closes
NEW BEST!
R retry • H hangar