A bullet-hell shooter with a roguelite draft bolted on. This page lays out the whole machine: every derived-stat formula, every draftable card with its real icon and price, the talents, the full player-level curve and the Energy economy that meters it all.
You control one fighter at the bottom of a vertical screen. It auto-fires upward; your only combat input is dragging to weave through bullet patterns. A stage is a scripted sequence of enemy waves ending in a boss.
Stages cost Energy to enter, and cleared stages can be swept (claimed instantly). The in-run economy is separate: enemies drop Stars which you spend during the run on cards, equipment upgrades and the mid-run shop — so a run is a self-contained roguelite loop inside the persistent RPG.
The fighter is a platform with independent weapon emitters, each with its own attack, fire-rate, crit and bullet pattern; the whole gear economy is organized around these slots. Internally they're addressed as emit0/2/3/8 plus the drone trio.
The eighth emitter is the Ultimate — a charge meter filled by combat (cap 100 points) that releases a 2-second screen-wiping super. The client defines exactly two:
Stats are namespaced buckets, not flat numbers: atk#tgt20_emit0 means "attack → target-group 20 → emitter 0 (Maingun)". Every source (fighter, modules, gems, chips, drones, sentinels, talents, camp tech…) writes into buckets, and the table below folds them into the 72 derived stats the game actually uses. Each row also shows how that stat converts into Combat Power.
Read the first row as the worked example: Maingun attack = (fighter ATK + module ATK + global flat ATK) × (1 + global ATK%), plus emitter-specific %, plus a slice of your three deployed drones' ATK, plus mothership/sentinel contributions (tgt50/60/40/70 are the Mothership, Spirits, Aviators and Sentinel target groups).
clamp()-bounded multiples of your attack, so a balanced sheet scores higher than one dumped stat. Rows flagged decay give diminishing power past internal thresholds.Every enemy belongs to a "branch", and you carry separate attack and damage-increase channels against each — visible as the atk_air / atk_landSea / atk_boss / atk_elite / atk_normal rows above. Air includes enemy players, which is how PvP damage is tuned separately.
unitBranch1unitBranch2unitBranch3unitBranch4unitBranch5Between waves you're offered upgrade cards and buy them with the Stars enemies just dropped. Picking the same family again costs more — the ladder runs 200 → 400 → 600 → 800 → 1,000 Stars for its five levels. The catalog below is the complete draftable set: 42 weapon-changing advances (10 per weapon, 2 per Ultimate), 5 stacking stat boosts, HP recovery, and the drone-attack card.
Each game mode names a skill pool; a pool deals from weighted card groups (8 groups, 1,791 weighted rows). The mix is not what it looks like on screen: weapon advances carry ~91% of the weight, the five flat stat-boost cards under 1% each — the draft is engineered to hand you build-defining weapon mutations, not boring +10% cards.
The pool also swaps groups by context: a waveRestraint table changes the group wave-by-wave, an envGroup serves environment-specific cards, and a 5in9Group covers the "pick 5 of 9" draft variant.
afterAdsGroup — watch a rewarded ad and your next offer is dealt from a strictly better-weighted group. The reroll is monetized inside the combat loop itself.Two more Star sinks run during a stage. A mid-run store sells Star top-ups (two rewarded-ad freebies, two diamond packs — buying progression currency inside a run). And enemies drop in-run equipment that upgrades on its own 18-step ladder, paid in Stars, per weapon slot:
Player levels grant Talent Points (see the level table below) which feed a 12-node talent tree of permanent combat bonuses. Every node and every level:
Account EXP comes from clearing stages. Each level pays Diamonds and Talent Points and raises the Energy cap (20 → 50). The full curve — no rows skipped; Σ EXP is cumulative:
Energy gates how many stages you can play. The cap grows with level (20 at Lv 1 → 50 at Lv 100), and refills can be bought with Diamonds at an escalating daily ladder — the classic soft-pinch that converts impatience into spend:
Repeatable boss content scales through 20 property levels. HP multiplies roughly ×4 per level at the start and still ×2+ at the top — a 625-million-fold range from level 1 to 20:
Stages script their waves through the batch-factory tables (air, land and parkour variants), enemies run parameterized AI (ai_config), and late stages layer environment buffs and debuffs on top. The buff engine alone defines 1,327 distinct battle buffs (stack rules, durations, tick intervals, trigger probabilities), and 43 battle events can interrupt a stage — bonus waves, tile scenes and drop showers.
power_calculation (all 72 formulas, verbatim), battle_skill_def/_cost/_pool(_config) + battle_card_conf (draft), battle_store, equip_battle_levels, talent_skill_config, ultimate_skill_def, player_level, buy_stamina, boss_property_levels, battle_buff, battle_event, batch-factory wave tables.power_calculation — the final bullet-damage step (attack × skill rate × crit × branch multipliers, per hit) executes in hot-update code and isn't in the tables. Pool-mix percentages are weight shares of group 101 (campaign); other groups shown for comparison.