You never leave the cockpit
Switch banks and status LEDs run under the canopy hood, a scrolling trace to port and a sweeping radar to starboard, and a row of annunciators — HULL, SHLD, PWR, LOCK, CARGO, CAP — that stays dark until it has something to tell you.
Thread the shoal
Sectors are open caverns of drifted wreckage, not corridors. What blocks you is never a wall — it's a heap of separate boulders, each one faceted and jittered so no two share a silhouette. You can see stars through the gaps.
Fight in turns
Every turn you get POWER. Weapons cost power — spend it on one gun or across four. Whatever you don't spend braces the shields and makes you harder to hit while they shoot back.
Ten hulls, ten ceilings
From the Rustjack up to the Void Sovereign. Slots grow as you climb and so does your level cap — tier 1 stops at level 10, tier 10 at 100. Fitted gear moves across when you trade up.
Fall into the Maw
Every sector hides a collapsed star folded into a pocket of the field. There's one grace window to pull up; after that the pocket closes behind you and the only way is down — no repairs, no traders, no disengaging.
Ten guns you can only earn
Clear a Maw and you keep that sector's unique weapon. They aren't sold anywhere and never drop as salvage. Gravepicker's Claw feeds damage back into your hull; Writ of Seizure strips shields and impounds the guns.
You can see your own ship
Nose, sensor mast, wing roots and one weapon pod per fitted hardpoint sit in the bottom of the canopy, shaped and coloured by the hull you fly — so trading up looks like something. Shots leave the guns you can see.
Honest retro craft
Twelve enemy archetypes, a boss holding the deep wreck of every sector, and three difficulties that change what you can absorb rather than what they can dish out. Every pixel and sound generated at runtime — no asset files.