Weapons · Level 1
Bullet Damage
Every bullet the ship fires hits harder.
- Damage
- ×1.5
Three systems, three levels each.
Power-ups drop from what you kill. Each of the three Systems stacks to Level 3, and every level adds a mechanic of its own on top of the last, and keeps everything below it — so each card's numbers are what you hold at that level.
Weapons · Level 1
Every bullet the ship fires hits harder.
Armor · Level 1
A deeper health pool that slowly refills, and the bar tops up to match.
Energy · Level 1
The ship gets up to speed faster, and its top speed rises with it.
Weapons · Level 2
Primary fire becomes two bullets, one off each flank.
Armor · Level 2
A visible ring on the hull blunts every hit that lands, from any source.
Energy · Level 2
Fly fast enough and the hull is a weapon: it rams whatever it touches, harder the faster you go, and contact no longer hurts you.
Weapons · Level 3
Missiles launch on their own and hunt the nearest enemy.
Armor · Level 3
Part of every hit you take is dealt back to whatever hit you.
Energy · Level 3
A wave leaves the ship on a clock. Every enemy it reaches is stunned.