Six sectors, six ways to lose them. Captured on a phone, because that is the whole of the screen the game is played on.
Bright, crowded and well mapped. It opens on a boss, then another every fourth wave.
No waves at all. Eight minutes of stream, measured in distance.
Nothing resupplies you. Every point of hull is spent for good.
Something fragile is crossing. It can be lost with the outpost intact.
The grid cannot be seen unless the guns are firing.
Bosses, one after another, and nothing else.
The fleet is two ships that fire only while you hold the bar across the bottom, and steer from that same bar. Nothing is automatic: the guns overheat, the formation closes in, and the line at the bottom is the one thing that cannot be allowed to fall.
Bosses keep each sector’s own rhythm — Nova Surge opens on one and fields another every fourth wave, every seventh in Ion Wastes, every tenth through the middle of the campaign, every fifth in Solstice Frontier — and only Solstice Frontier, the last, brings any back. Clearing sectors is what opens the ones still locked.
The overview covers both campaigns, and the bestiary has the hostiles you will be up against.