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.
| Stat | Base | Per Weapon Level |
|---|---|---|
| Damage | 100 | +10% |
| Reload Time | 0.5s | -5% (min 0.1s) |
| Range | 600 units | — |
| Speed | 800 u/s | — |
| Ammo | 40/mission | — |
Automated turret intercepting nearby enemies. 20 damage/shot.
Lvl 1: 150m range, 0.1s rate. Lvl 2: 300m, 0.05s.
Two escort drones firing 50-damage slugs at nearest 2 enemies.
Lvl 1: 150m, 0.5s. Lvl 2: 300m, 0.25s.
Piercing energy beam. 9999 damage. Ignores megastructure walls. 20s cooldown.
Lvl 1: 1000m, 150m radius. Lvl 2: 2000m, 300m + chain lightning (3 targets).
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.
Enhanced warheads. Lvl 1: +50% speed, 100m AOE (250 dmg). Lvl 2: +100% speed, 200m AOE (500 dmg).
| Type | HP | Score | Behaviour |
|---|---|---|---|
| FIGHTER | 100 | 500 | Approach → Attack → Retreat, cover-seeking |
| DRONE | 40 | 500 | Swarm (level 3+) |
| BOMBER | 200 | 1,000 | Targets carrier, larger hitbox |
| ACE | Variable | 2,000 | Nemesis pilot with escorts |
| FRIGATE | 500 | — | Capital ship, orbits carrier at 600u radius. Spawns 3-5 reinforcements every 120s. Retreats when player within 300u. |
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.
Constant screen-space indicators (24px) visible at all ranges including 1000+ units. Colour-coded by threat type:
| Colour | Meaning |
|---|---|
| Red | Within weapon range |
| Yellow | Out of weapon range |
| Purple | Nemesis pilot |
| Orange | Bomber |
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.
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
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
| Class | Fireball | Shockwave | Debris | Duration |
|---|---|---|---|---|
| SMALL | 15 units | — | None | 0.6s |
| LARGE | 40 units | 60 units | 3 pieces | 1.0s |
| BOSS | 60 units | 90 units | 3 pieces | 1.4s |