Mechanic
Damage and difficulty
Your damage
Every weapon has a base damage (see each weapon's page). The game multiplies it like this:
damage = base
× ship damage (Vanguard 1, Wasp 1, Bulwark 0.9, Specter 1, Nova 1.25, Comet 1.1, Warden 1)
× (1 + 15% × Payload level)
× (1 + 5% × Might upgrades) (Hangar)
× (1 + 2% × Overdrive count)
On top of that
| Effect | What it does |
|---|---|
| Critical hits | Targeting gives an 8% chance per level for a hit to deal double damage. Gauss Lance and Kill Sat always crit. |
| Frozen enemies | Enemies frozen by the Stasis Ray take +40% damage. |
| Not on screen yet | Enemies just above the top of the screen can be hit, but take half damage until they come into view. |
| Area | Amplifier makes blasts, beams, orbs, fields and pools 10% bigger per level. |
| Fire rate | Ship fire rate × (1 + 10% × Overclock level). This shortens every weapon's cooldown. |
| Duration | Stabilizer makes beams, orbs, pools, freezes and bounces last 12% longer per level. |
How enemies scale
The game runs on a difficulty clock that moves 1.25 times faster than real time. At real minute t, the difficulty minute is m = 1.25 × t.
enemy HP × (1 + 0.2 m + 0.04 m²) bullet speed × (1 + 0.025 m) × planet bullet speed (max 1.5) fire rate × (1 + 0.05 m) × planet fire rate (max 1.9)
| Time | Difficulty minute | Enemy HP | Bullet speed | Fire rate | Between waves |
|---|---|---|---|---|---|
| 0:00 | 0 | ×1.00 | ×1.00 | ×1.00 | 3.2 s |
| 1:00 | 1.25 | ×1.31 | ×1.03 | ×1.06 | 2.8 s |
| 2:00 | 2.5 | ×1.75 | ×1.06 | ×1.13 | 2.4 s |
| 3:00 | 3.75 | ×2.31 | ×1.09 | ×1.19 | 2 s |
| 4:00 | 5 | ×3.00 | ×1.13 | ×1.25 | 1.6 s |
| 5:00 | 6.25 | ×3.81 | ×1.16 | ×1.31 | 1.2 s |
| 6:00 | 7.5 | ×4.75 | ×1.19 | ×1.38 | 0.8 s |
| 7:00 | 8.75 | ×5.81 | ×1.22 | ×1.44 | 0.65 s |
| 8:00 | 10 | ×7.00 | ×1.25 | ×1.50 | 0.65 s |
| 9:00 | 11.25 | ×8.31 | ×1.28 | ×1.56 | 0.32 s |
| 10:00 | 12.5 | ×9.75 | ×1.31 | ×1.63 | 0.32 s |
Waves also get bigger: every 2.5 difficulty minutes adds more darts and swarmers to each wave, gunner rows grow from 2 to 4, and spinners come in pairs later on. Bad Omen makes regular enemies 10% tougher and waves 10% more frequent per level, in exchange for more XP and gold.
Boss health
Bosses are one target, so they scale gently: HP = 500 × (1 + 0.6 × boss number) × (1 + 0.1 m), where the first boss is number 0.
| Time | Boss | HP |
|---|---|---|
| 2:00 | Boss 1 | 625 |
| 4:00 | Boss 2 | 1200 |
| 6:00 | Boss 3 | 1925 |
| 8:00 | Boss 4 | 2800 |
Elites have 4 times the HP of a normal enemy of their kind.