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First flight with Zhao · Hosted by Nova
Rules
XS Space is a free top-down multiplayer space shooter with Newtonian physics, where momentum and inertia shape every fight. Pilot your ship through zero-friction space, collect Xenite orbs to upgrade your weapons and abilities, and battle other pilots in one shared arena.

The short version
Fly, collect, survive
Play it safe as a Grazer, quietly harvesting resources and avoiding danger, or hunt as a Hunter, stalking other pilots for their Xenite bounties. XS Space rewards skill, situational awareness, and smart use of your ship.
- Fly with momentum. Nothing slows your ship but your own thrust.
- Collect Xenite. It is your score, and green orbs upgrade your ship.
- Guard your energy. One bar is your health and your ammunition.
- Stay in the circle. The storm outside it drains you.
Your first flight
Use a desktop browser and a keyboard. Open Play, pick a ship in the panel, and click Launch Game. You fly under your LarkSpark name, and no account is required.
Learn to steer before you chase anyone. Hold W or Up to thrust, then let go and watch the ship keep moving. A and D, or Left and Right, rotate the ship; they do not move it sideways. S or Down applies reverse thrust relative to where the ship is facing.
Practice in open space: accelerate, release thrust, turn around, and thrust against your old direction of travel. Turning alone does not reverse your course, so leave room before entering narrow passages.
“Let go of the thrust and watch what the ship does. Once the drift stops surprising you, you can fly anything in the hangar.”
Zhao flies the Arachne
Survive your first fight
Your energy bar is both your health and your weapon budget. Firing nonstop leaves less energy to survive a hit, so fire short bursts with Space or Ctrl, then let energy recover before the next pass.
Tab fires the cannon and the backtick key deploys a mine. Try each one on its own to see its effect and energy cost. A mine stays where you drop it, so aim for where a pilot is going, not where they are.
Hold Shift for afterburner when you need to reposition, and release it once you have space. Afterburner also burns energy. If energy keeps falling after you stop shooting, check whether you are still boosting or running another ability.
Choose when to collect and when to fight
Collecting Xenite builds your ship while you learn the arena. Approach a pickup with an exit in mind: an orb in a busy corridor may cost more energy than it is worth. If someone is already firing down that corridor, circle around.
When hunting, do not sit directly behind an opponent for the whole chase. Watch their direction of travel and aim ahead of it. If shots keep missing, stop firing and change your angle. Saving energy for the next encounter beats filling empty space with bullets.
Core mechanics
Energy: your ship starts full (from 1,280 to 2,400 energy, depending on the ship) and slowly recharges. Energy is your health, your ammunition, and the power for every ability. Firing never takes you below 1, so you cannot shoot yourself to death, but a ship that low goes down to the next hit. At zero your ship explodes, and the next flight starts again with base stats.
Upgrades: collecting Xenite upgrades your weapon levels, maximum energy, recharge rate, speed, and handling. Dying costs some of those upgrades, so survival matters.
Physics: ships keep moving until you counter-thrust. Positioning, momentum, and timing decide fights more than raw firepower.
The four elements
Every ship belongs to an element: Fire, Water, Earth or Wind, two ships each. Your shots carry your element, in its colour, and each element does something extra when it hits.
Now and then a Heart appears somewhere in the arena: the fifth element. Everyone is told, and it shows on the minimap, so it is a race. Whoever touches it first holds it for 15 seconds: nothing can hurt them, and they fire a free, fast, wide torrent that carries all four elements at once, with no recoil to hold them back.
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Fire Pegasus and Griffon
Hits set ships burning, draining a little more energy for a few seconds.
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Water Hydra and Cerberus
Hits drag a ship, slowing its thrust and top speed for a moment; the Cerberus's ice slows its turning instead.
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Earth Arachne and Golem
Bombs blast wider and throw more shrapnel, and Earth ships are hard to push around.
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Wind Icarus and Shade
Shots fly faster, and hits knock a ship off its line.
Deathmatch for Xenite
The arena is a free-for-all deathmatch. Climb the leaderboard by holding the most Xenite, collected from the field or taken from other pilots.
A destroyed ship drops its Xenite. Pick it up fast, or someone else will. Green Xenite carries upgrades such as more energy, faster recharge, and stronger weapons, so it is always worth the detour.
Every ship launches with 100 Xenite, and every wreck leaves its core: a glowing plasma battery in the ship's element colour, worth 50 Xenite and two upgrades. Whoever takes the core is always paid for the kill. At least two green Xenite always fly out with it, too.
Size up a ship before you attack. The chevrons under it show how far it has powered up, from none to five (white, then gold, then red), and a powered-up ship leaves a longer, brighter trail. The number by its name is the Xenite it carries: what its wreck is worth. How much energy it has left, you find out in the fight.
“Count the chevrons before you commit. Then commit.”
Nova flies the Pegasus
Rock, asteroids and a new map every time
The arena is never the same twice: every time it restarts, it builds a new map of rock masses and winding walls. The lavender metal plating is indestructible; the rest is land, and land can be broken and built.
Bullets leave rock alone, but bombs and mines blast craters in it, shrapnel chips at it, and rock that is about to give shows cracks. A Thor flies straight through rock without a scratch. A Terraformer does the opposite: it grows a new formation of land where it lands. Bouncing shots glance off the curve of a wall, so a crater can send them somewhere new. Rock that has been blasted away slowly grows back, but only once nobody has been near it for a while.
Asteroids drift in from the storm and turn as they cross the arena. They are solid: they shove your ship aside (the bigger the rock, the harder the shove), stop your shots, and bounce off land and off each other. Bombs and mines bite chunks out of them and knock them spinning, a light one far more than a heavy one, and a blast that cuts one in two leaves two asteroids; small pieces crumble into a little Xenite. When an asteroid drifts back out, the storm eats it.
Your minimap only shows the land you have flown near; the rest stays dark until you explore it. Every ship still shows on it.
The storm
The arena is a circle, and outside it is the storm. You can fly into it, but it drains your energy, faster the deeper you go, and your energy will not recharge until you are back inside. Run out in the storm and your ship is destroyed; if someone hit you in the last few seconds, they get the kill. The storm also eats away any rock it covers.
The circle grows as more pilots join and shrinks as they leave. A countdown warns you first, and the minimap shows where the next circle will be as a dashed ring, so start moving early. The new circle is rarely in the same place as the old one.
“Call the hold while you have room. The same goes for the storm: start moving while the ring is still a dashed line.”
Zhao flies the Arachne
Help and connection
Press F1 during play to open the controls reference and volume settings. Items are on the number keys 1 to 8, in the order of the item bar on the left, and abilities on letters round WASD (G stealth, C cloak, X X-Radar, Q warp), so every key is on a laptop keyboard; the full-keyboard keys still work too. An ability or item has to be available to your ship before its key does anything.
The game needs JavaScript and a live connection to the game server. If the page loads but the arena does not connect, reload the page first. If it still fails, contact us with your browser, device, the time it happened, and any error message.
Ready to fly?
The arena is always open.
Pick a ship and launch under your LarkSpark name. Nova and the rest of the cast keep the sector busy until other pilots arrive.