Guns
Space CtrlFast-firing bullets that scale from level 1 to 4. Higher levels hit harder and fire faster, and upgrades can add multiple bullets or wall bounces. Upgrade by collecting green Xenite.
Bullets. Bombs. Mines.
Three primary weapons, a set of special abilities, and consumable items found in the arena. Everything runs on the same energy that keeps you alive.
Every ship carries three weapon systems that level up as you collect green Xenite.
Fast-firing bullets that scale from level 1 to 4. Higher levels hit harder and fire faster, and upgrades can add multiple bullets or wall bounces. Upgrade by collecting green Xenite.
Heavy bombs that explode on impact, with large area damage at levels 3 and 4. Bombs that hit walls throw shrapnel in every direction, which clears tight spaces and catches several enemies at once.
Drops stationary mines with the full power of your bombs. They do not move, which makes them ideal for area denial and traps.
Toggles and boosts that trade energy for an edge. Some are built into specific ships.
Hold for a temporary speed boost to chase down a target or escape a losing fight. It drains 350 energy per second, so long burns leave you dangerously low.
Vanish completely from enemy radar to set up ambushes or slip past danger. Costs 60 energy per second. Only the Shade has cloak.
A lighter alternative to cloak that makes your ship partly transparent and harder to track. At 40 energy per second it is sustainable for longer fights.
Reveals cloaked and stealthed enemies on your radar. Essential against Shade pilots, and the Arachne's specialty.
Spreads your bullets into a wider pattern. Better coverage against evasive targets at the cost of focused damage; best in close dogfights.
A five-second speed burst far beyond the afterburner. Rockets are consumables found in the arena: use them to close distance, escape, or cross the map.
Consumables picked up in the arena. Each use spends one.
A shockwave that pushes away nearby projectiles and ships. A lifesaver when surrounded, and it can knock enemies into walls or mines.
A 360-degree spray of shrapnel around your ship. Devastating in close quarters when several enemies are nearby.
A homing missile that passes through walls to reach its target. There is no hiding behind cover from a Thor.
Deploys a copy of your ship that shows on enemy radar as a real target.
Not active yet: you can pick it up, but it has no effect in the current build.
Places linked portal beacons for instant teleports between them.
Not active yet: you can pick it up, but it has no effect in the current build.
Drops a temporary wall segment that blocks projectiles.
Not active yet: you can pick it up, but it has no effect in the current build.
Ready to fly?
Jump in under your LarkSpark name. Bots keep the sector busy until other pilots arrive.