Full Stats & Mechanics Reference
Marches straight at the bubble. No ranged attack — its only threat is contact. Must be killed before it arrives. Spawns in groups of 6–10 from Wave 4 onward. Kidnaps Humanoids on contact → transforms Humanoid into a Mutant after 3 seconds.
Heavily armored brute. Frontal plate absorbs 50% of all incoming damage. The exposed glowing vents on the back deal 1.5× damage — player must physically move around in VR to hit them. Slowly lumbers toward the bubble and slams it every 2 seconds when in range.
Built to outrun manual aiming. Changes direction sharply every 0.3 seconds. Fires energy bolts constantly while closing in. At close range, 40% of manual shots physically miss. Smart Bombs are the only reliable answer — they auto-lock and never miss.
Slow but devastating. Bomb bay doors open at 5m from the shield — 1.5-second window to shoot the open bay, triggering a chain reaction (+300 AoE damage to all enemies in 4m). If missed, the payload detonates against the shield for −22% in a wide AoE.
Doesn't attack directly. Every 4 seconds it ejects a Swarmer. Left alone for 60 seconds = 15 Swarmers spawned = potential −30% shield damage from collisions alone. In Wave 15+, 4–6 Pods spawn simultaneously — ignoring even one is catastrophic.
When a Pod dies, it does not go quietly. Its casing ruptures and instantly releases all Swarmers it has been storing internally. The number of Swarmers released depends on how long the Pod was alive before it was killed:
| Pod alive for | Swarmers released on death | Threat |
|---|---|---|
| < 4 sec (instant kill) | 0 Swarmers | Safe — kill fast, no burst |
| 4–12 sec | 1–3 Swarmers | Minor burst |
| 12–30 sec | 3–7 Swarmers | Significant burst — clear area first |
| 30–60 sec (ignored) | 7–15 Swarmers | Dangerous burst — use EMP immediately |
| 60+ sec (very late kill) | 15+ Swarmers MAX BURST | Screen-filling chaos |
Individually harmless. One Assault Rifle burst destroys it instantly. Threat comes from volume — 20 Swarmers hitting simultaneously = −40% shield in seconds. Fly in curved, semi-random paths to avoid predictable tracking.
When dormant, 500 HP makes it nearly impossible to destroy accidentally. Get within 3m and it activates → 1 HP → immediately homes toward the shield at 3 m/s. Shoot it instantly or absorb a −35% hit. Advanced tactic: trigger a Mine near a Mutant = 420 AoE explosive damage to the Mutant.
Humanoids are fragile civilians scattered across the planet's surface at the bottom of the screen. They do not fight back and have no HP. You must protect them at all costs.
You start the game with exactly 10 humanoids scattered across the bottom of the screen.
When you complete a wave, any humanoids left alive on the planet's surface stay there for the next wave. They do not regenerate. However, you are rewarded for keeping them alive: you earn a point bonus at the end of each wave for every surviving humanoid (100 points per humanoid multiplied by the wave number for the first five waves, and a flat 500 points per humanoid after that).
Alien "Landers" will descend and attempt to abduct your humanoids. You can lose a humanoid in three ways:
If you fail to protect them and all 10 humanoids are killed or mutated, the ground beneath you explodes in a flash of light. The planet is gone, and you are left floating in deep space. At this point, every Lander on the screen instantly transforms into a fast, erratic Mutant, resulting in an incredibly difficult survival wave.
You do get extra humanoids, but only if you survive long enough. Every 5 waves (Wave 5, 10, 15, etc.), the game completely resets the planet. If the planet had exploded, it is restored, and regardless of how many you had left, you are given a fresh set of 10 humanoids.
Enemies don't just walk into fire. From early waves they move predictably, but as rounds progress their AI unlocks projectile awareness — they detect incoming shots and attempt to evade. Each enemy type has its own dodge pattern, reaction time, and unlock wave. By Wave 15+, enemies feel alive and tactical, not scripted.
| Enemy | Unlocks at Wave | Detection Radius | Base Dodge Chance | +% per Wave after Unlock | Max Dodge Chance | Dodge Speed | Dodge Duration | Cooldown |
|---|---|---|---|---|---|---|---|---|
| Lander | Wave 5 | 2.5m | 5% | +3% / wave | 35% | 2 m/s lateral | 0.4 sec | 1.5 sec |
| Mutant | Wave 9 | 4m | 10% | +2% / wave | 40% | 1.5 m/s (heavy, slow dodge) | 0.6 sec | 3 sec |
| Baiter | Wave 6 | 5m (wide radar) | 40% | +3% / wave | 70% MAX | 6 m/s snap turn | 0.2 sec | 0.5 sec |
| Bomber | Wave 8 | 3m | 15% | +2% / wave | 45% | 1.2 m/s (slow, lumbering dodge) | 0.5 sec | 2.5 sec |
| Pod | Never — static | — | 0% | — | — | — | — | — |
| Swarmer | Wave 10 | 1.5m (short range) | 8% | +4% / wave | 50% | 4 m/s (fast, jittery) | 0.15 sec | 0.8 sec |
| Mine | Never — dormant | — | 0% | — | — | — | — | — |
Detects shot, sidesteps perpendicular to the shot path. After Wave 15, it does a double-sidestep: dodge left, then immediately dodge right on the next shot. Creates a slow oscillating pattern that is hard to predict with the Pistol but easy to read with the Assault Rifle's spray.
Detects shot early (4m radius). Instead of sidestepping, the Mutant rotates its armored front panel to face the incoming shot. This forces the player to keep circling in VR to stay aimed at the exposed back vents. After Wave 12, it briefly counter-rotates to trick the player mid-circle.
Already fast and erratic. When dodge triggers, it snaps 90° in a random perpendicular direction instantly. No animation delay. This is why manual aiming is impossible — the Baiter changes direction faster than the player can visually track. Smart Bombs bypass the dodge entirely (they track continuously).
Slow dodge. Detects shot and shifts its mass laterally by 1–2m. Because of its size, the dodge looks dramatic but is easy to compensate for with sustained Assault Rifle fire. After Wave 15, the Bomber will stagger its dodge timing to be less predictable.
When any Swarmer in a cluster detects a projectile, it broadcasts a scatter signal to all Swarmers within 3m. The whole cluster micro-scatters in random directions simultaneously — making spray fire less reliable on tight groups at high waves.
| Weapon | vs Dodging Lander | vs Dodging Baiter | vs Dodging Mutant |
|---|---|---|---|
| Pistol | Poor — single shot easy to dodge | Useless | OK — front armor still applies |
| Assault Rifle | Good — spray covers dodge | Poor — 40% miss rate base | OK — sustained fire compensates |
| Smart Bomb | Excellent — tracks through dodge | Excellent — ignores dodge entirely | Excellent — aims at back vents |
| EMP Shockwave | Perfect — 360°, undodgeable | Perfect — 360°, undodgeable | Perfect — ignores armor & dodge |
As waves progress each enemy visually mutates to signal its danger. HP scales +10% per wave for Waves 1–20. From Wave 21–30 HP caps and enemy SPEED begins scaling instead (+8% speed per wave). Wave 30+ is pure speed hell — enemies are fully colored and extremely fast. Players can read threat level instantly without checking any UI.
| Enemy | Wave 1–3 | Wave 4–7 | Wave 8–12 | Wave 13–18 (Elite) | Wave 19–25 (Nightmare) | Wave 26–30+ (Void) |
|---|---|---|---|---|---|---|
| Lander | Soft Green | Lime | Amber | Orange | Blood Red | Void Purple |
| Mutant | Green | Amber | Orange | Red | Void Purple | Pitch Black Glow |
| Baiter | Blue | Purple | Violet | Magenta | White Flash | Cyan Blur |
| Bomber | Yellow | Light Orange | Orange | Red | Dark Red Pulse | Void + Pulse |
| Pod | Grey | Purple | Lavender | Magenta | Magenta Pulse | Red Strobe |
| Swarmer | Soft Red | Red | Crimson | Dark Red | Plague Pink | Neon Cyan |
| Mine | Grey | Yellow blink | Orange blink | Red rapid blink | Neon strobe | White Strobe |
Fresh spawns. Learn the game.
Mid-game. Rifle & Smart Bombs required.
Elite. 2–3× HP. EMP and mastery needed.
HP capped. Pure speed. Almost impossible to track manually.
Weapons upgrade sequentially. Each tier permanently replaces the last. XP carries over. New ideas are marked CONCEPT
Single-pull trigger. Every player starts here. Accurate but achingly slow vs groups. Kills a base Lander in 7 shots (~3.5 sec). Completely useless against Mutants without 80+ shots.
Hold trigger, spray lasers. 3× better DPS than Pistol. The overheat mechanic forces disciplined burst-firing. Melts Swarmers and Pods instantly. Strong against Landers and Bombers. Unreliable against Baiters (they dodge 40% of shots).
Auto-tracks the largest threat within 15m. AoE splash at 3m radius. Fires a neon-traced projectile that bends and curves toward the target. Essential for: Baiters (never miss), Mutant vents (270 dmg / shot), Bomber bay chain shots.
Activated by physically clapping both VR controllers together. Releases a 360° neon electromagnetic pulse from the cockpit. Instantly kills all Swarmers. Deals 500 damage (ignoring armor) to all enemies. Stuns everything for 3 seconds. The secondary shockwave graphic bounces off arena walls as a visual spectacle.
Fires a bolt that jumps between up to 5 nearby enemies. Perfect for tight Swarmer clusters and Pod groups. Each jump deals 100 dmg per hop. Does NOT chain to Humanoids.
A slow, chargeable beam held with a grip trigger. Hold for 1.5 seconds to charge up a spinning plasma drill projectile. Fires a thin, extremely powerful piercing bolt that punches through multiple enemies in a line — front armor, back armor, no reduction. Kills Wave 15+ Mutants in 5 shots from any angle.
Physically thrown using the VR arm gesture — aim and flick the controller forward. Freezes all enemies in a 5m radius for 5 seconds. Low direct damage but allows the player to use Assault Rifle on frozen Mutants or repair shields during the freeze window. A defensive / survival alternative to the offensive Smart Bomb.
Waves 1–20: HP scales +10%/wave. Waves 21–30: HP is capped at ×3.0, enemy speed scales +8%/wave instead. Wave 30+: composition is locked at Wave 30 counts, but enemy spawn delay drops −5% per wave forever until physical reaction time is the only limit.
| Wave | Landers | Mutants | Baiters | Bombers | Pods | Mines | Humanoids | HP Scale | Speed Scale | Weapon Needed |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 6 | 0 | 0 | 0 | 0 | 0 | 6 | ×1.0 | ×1.0 | Pistol |
| 2 | 8 | 0 | 0 | 0 | 0 | 0 | 6 | ×1.1 | ×1.0 | Pistol |
| 3 | 10 | 0 | 0 | 0 | 0 | 0 | 6 | ×1.2 | ×1.0 | Pistol → Rifle |
| 4 | 12 | 0 | 0 | 1 | 1 | 0 | 5 | ×1.3 | ×1.0 | Rifle |
| 5 | 14 | 0 | 0 | 1 | 2 | 0 | 5 | ×1.4 | ×1.0 | Rifle |
| 6 | 14 | 0 | 1 | 1 | 2 | 0 | 5 | ×1.5 | ×1.0 | Rifle |
| 7 | 16 | 0 | 2 | 2 | 2 | 1 | 5 | ×1.6 | ×1.0 | Rifle → Smart Bomb |
| 8 | 16 | 1 | 3 | 2 | 3 | 2 | 4 | ×1.7 | ×1.0 | Smart Bomb |
| 9 | 18 | 1 | 4 | 2 | 3 | 3 | 4 | ×1.8 | ×1.0 | Smart Bomb |
| 10 | 20 | 2 | 4 | 3 | 4 | 3 | 4 | ×1.9 | ×1.0 | Smart Bomb → EMP |
| 12 | 22 | 3 | 5 | 3 | 4 | 5 | 4 | ×2.1 | ×1.0 | EMP |
| 15 | 26 | 4 | 7 | 4 | 5 | 7 | 3 | ×2.4 | ×1.0 | All weapons |
| 18 | 29 | 5 | 9 | 5 | 6 | 9 | 3 | ×2.7 | ×1.0 | EMP timing critical |
| 20 | 32 | 6 | 10 | 5 | 6 | 10 | 3 | ×2.9 | ×1.0 | Mastery required |
| 21 | 34 | 7 | 11 | 6 | 7 | 11 | 2 | ×3.0 CAP | ×1.08 | Speed scaling begins |
| 23 | 36 | 8 | 12 | 6 | 7 | 12 | 2 | ×3.0 CAP | ×1.24 | Enemies visibly faster |
| 25 | 38 | 9 | 13 | 7 | 8 | 13 | 2 | ×3.0 CAP | ×1.40 | Dodge windows halved |
| 27 | 40 | 10 | 14 | 8 | 9 | 14 | 1 | ×3.0 CAP | ×1.56 | LAST HUMANOID — do not lose it! |
| 30 | 44 | 12 | 16 | 9 | 10 | 16 | 1 | ×3.0 CAP | ×1.80 CAP | Composition locks. Speed ramps forever. |
| 30+ | 44 | 12 | 16 | 9 | 10 | 16 | 1 | ×3.0 FINAL | Spawn delay −5%/wave ∞ | Pure reaction time / endurance |
| Enemy | Points | XP |
|---|---|---|
| Swarmer | 10 pts | 15 XP |
| Lander | 100 pts | 40 XP |
| Mine | 150 pts | 80 XP |
| Pod | 250 pts | 120 XP |
| Baiter | 400 pts | 200 XP |
| Bomber | 700 pts | 350 XP |
| Mutant | 1,000 pts | 500 XP |
| Humanoid rescued | +500 pts BONUS | +300 XP |
| Humanoid shot ⚠️ | −500 pts | −50 XP |
| Consecutive Kills | Multiplier |
|---|---|
| 0–9 kills | 1× |
| 10–24 kills | 2× |
| 25–49 kills | 3× |
| 50–99 kills | 4× |
| 100+ kills | 5× MAX |