Combat & Weapons

Primary Weapon — Swarm Missiles

Lock-on guided missiles fired with LMB. Auto-target nearest enemy within a 45-degree forward cone. Direct hits always deal full damage. AOE splash uses cover modifiers for wall-blocked targets.

StatBasePer Weapon Level
Damage100+10%
Reload Time0.5s-5% (min 0.1s)
Range600 units
Speed800 u/s
Ammo40/mission

Special Weapons

Auto

PDS — Point Defense

Automated turret intercepting nearby enemies. 20 damage/shot.

Lvl 1: 150m range, 0.1s rate. Lvl 2: 300m, 0.05s.

Auto

Dual Drones — Wingmen

Two escort drones firing 50-damage slugs at nearest 2 enemies.

Lvl 1: 150m, 0.5s. Lvl 2: 300m, 0.25s.

RMB

QWE — Quasar Wave Emitter

Piercing energy beam. 9999 damage. Ignores megastructure walls. 20s cooldown.

Lvl 1: 1000m, 150m radius. Lvl 2: 2000m, 300m + chain lightning (3 targets).

Key 1/2

Funnels — Combat Drones

6 autonomous micro-drones. Orbit enemies at 80 units, fire beams at 0.8s intervals. 18 base damage.

Active: 2 min. Cooldown: 30s. Fire range: 160 units.

Passive

Missile Engineering

Enhanced warheads. Lvl 1: +50% speed, 100m AOE (250 dmg). Lvl 2: +100% speed, 200m AOE (500 dmg).

Enemy Types

TypeHPScoreBehaviour
FIGHTER100500Approach → Attack → Retreat, cover-seeking
DRONE40500Swarm (level 3+)
BOMBER2001,000Targets carrier, larger hitbox
ACEVariable2,000Nemesis pilot with escorts
FRIGATE500Capital ship, orbits carrier at 600u radius. Spawns 3-5 reinforcements every 120s. Retreats when player within 300u.

Capital Ship Movement

The Fleet Carrier UNF ALBATROSS cruises at 2 u/s along the X axis during gameplay, height-locked to Y=2900. The defense zone (500 unit radius) and extraction point follow the moving carrier in real-time.

Goon Frigates orbit the carrier at 600-unit radius using tangent vector movement, height-locked to carrier +50. They act as mobile spawn platforms, deploying 1 bomber + 2-4 fighters every 120 seconds from their current position.

Enemy Target Indicators

Constant screen-space indicators (24px) visible at all ranges including 1000+ units. Colour-coded by threat type:

ColourMeaning
RedWithin weapon range
YellowOut of weapon range
PurpleNemesis pilot
OrangeBomber

QWE Beam Performance

The Quasar Wave Emitter uses batched kill processing for large-scale engagements. All kills are collected during the beam sweep, then dispatched as a single score update with batch explosions. Handles 250+ simultaneous kills with no frame drop.

Cover-Based AI (ZeroCover)

Enemies compute line-of-sight through megastructure cells using 3D Bresenham traversal + ZeroCubic triple hashing. When under fire they relocate to covered positions. Re-check every 2 seconds.

ZeroCover 3D Combat Layer Apache 2.0

ZB Explosion Engine

Deterministic multi-layer explosions. Same position always produces the same colours, debris arcs, and scale. Boss enemies (ACE, BOMBER, FRIGATE) spawn 3 tumbling debris pieces with gravity physics.

ZeroExplosions Apache 2.0

ClassFireballShockwaveDebrisDuration
SMALL15 unitsNone0.6s
LARGE40 units60 units3 pieces1.0s
BOSS60 units90 units3 pieces1.4s