FARGATE

Upgrades

What makes a ship stronger mid-match.

Power-ups

Power-ups drop from what you kill, and each one lasts 30s. A ship holds one power-up at a time — while you hold one, any other you fly over stays on the floor for a teammate.

Weapons

Bullet Damage

Everything the ship's gun fires hits harder.

Damage
×2

Armor

Reinforced Hull

A deeper health pool that slowly refills, and the bar tops up to match.

Max HP
+50
HP regen
+2/s

Energy

Overdrive

The ship gets up to speed faster, and its top speed rises with it.

Acceleration
×1.25

Ship parts

Everything you bring home is banked as yours alone — spend its Scrap and Cores on the parts you want at the forge. A ship has 3 slots, and any part goes in any of them, in any combination — each part once. A part goes on the moment it is paid for, into an empty slot; with every slot full you choose which part it replaces, and that one is lost. How strong a pilot is shows on their ship.

  • Your own Scrap and Cores. Every part takes one to three Cores, and what you spend on your ship is not spent on a package or a boss for theirs.
  • A death costs a part — the last one you mounted.
  • The first boss a team kills drops a part, picked at random, and it goes on whoever reaches it first with a slot free and without that part already.

Family

Weapon

Changes your class's own gun.

Ricochet

A shot that lands jumps on to the nearest other enemy, and jumps again where that one lands.

Jumps
2
Each jump
60% of the last
Jump reach
260 u
Price
40 Scrap, 1 Core

Double Shot

Primary fire becomes two shots, one off each flank, and a laser burns twice as hot — a Lancer's lance fires four.

Shots
2
Price
120 Scrap, 2 Cores

Homing Missiles

Missiles launch on their own and hunt the nearest enemy.

Missiles
2 every 2.5s
Damage
30 splash
Seeks within
1,200 u
Price
360 Scrap, 3 Cores, 1 Starglass

Family

Hull

Keeps your ship in the fight.

Armor Shield

A ring round the hull blunts every hit that lands, from any source.

Damage blocked
30%
Price
40 Scrap, 1 Core

Salvage Weave

Every kill mends your hull, pulling threads of the wreck into your plating.

A kill
6% health
A boss
30% health
Price
120 Scrap, 2 Cores

Damage Reflection

Every hit you take is blunted, and part of what still lands is dealt back to whatever hit you.

Damage blocked
40%
Damage returned
50%
Price
360 Scrap, 3 Cores, 1 Starglass

Family

Engine

Turns your speed into a weapon.

Ion Wake

Fly fast enough and you leave a burning trail behind you that hurts every enemy that crosses it.

Lit above
300 u/s
Burn
10 every 0.25s
Lasts
2.5s
Price
40 Scrap, 1 Core

Static Charge

Flying fast builds charge, and your next hit lets it go as lightning that leaps through the pack.

Builds above
300 u/s
Charge
1 every 150 u, 10 at most
Full
60 to 3 enemies
Price
120 Scrap, 2 Cores

Energy Pulse

A wave leaves the ship on a clock, and every enemy it reaches is stunned.

Stun
2s every 3s
Reach
600 u
Price
360 Scrap, 3 Cores, 1 Starglass

Levels

Every pilot levels up on their own. Each kill of anything hostile earns you experience — the faction's ships, whatever the other team sends, a boss most of all — and a level lands on your ship the moment you have earned it. Nobody buys one. It lasts the match: a death never takes it.

  • Being near a kill counts the same. Every teammate close by when something dies earns what the pilot who killed it does — nobody has to fight for the last shot. Rocks pay nothing.
  • Your packages fly it too — a package comes out of their gate at the level you sent it at, holding more and hitting harder.
  • So do your abilities. What they hit for and what your turrets hold grow with the level's damage and health, and each active grows one number of its own by the Abilities figure — a stun, how long it lasts, how far it reaches, or a teleport's charge, which gets shorter.
  • They see it only on your ship, as a health bar that grows.

From the start

Level 1

Damage
×1
Health
×1
Gate heal
×1
Abilities
×1

100 experience

Level 2

Damage
×1.5
Health
×1.25
Gate heal
×1.25
Abilities
×1.15

300 experience

Level 3

Damage
×2.25
Health
×1.5
Gate heal
×1.5
Abilities
×1.3

600 experience

Level 4

Damage
×3
Health
×1.75
Gate heal
×1.75
Abilities
×1.5