Ships are the player’s chosen hull for a run. The roster contains 37 hull classes split across six factions, each available at five star tiers. Hull choice sets every base combat stat, starting weapon, sprite hitbox, drive feel, and the backpack grid size for installed mods.
Stats / variables tables
Baseline stats (shared default before per-hull overrides)
Hitboxes are convex polygons normalized to the sprite content box; values shown are min/max X and Y of the polygon vertices on a ±0.95 normalized scale (sprite shrinks 5% from raw silhouette, rotated -90° CW from sprite-south to engine-right).
Hull
X range
Y range
Vertex count
Ancients_Glyph
-0.950 to 0.950
-0.570 to 0.570
15
Ancients_Rune
-0.950 to 0.950
-0.660 to 0.660
19
Backwater_Batwing
-0.794 to 0.794
-0.950 to 0.950
18
Backwater_Caiman
-0.950 to 0.950
-0.578 to 0.578
13
Backwater_Lizard
-0.950 to 0.950
-0.690 to 0.690
16
Industria_Bigbot
-0.658 to 0.658
-0.950 to 0.950
18
Industria_Caravan
-0.950 to 0.950
-0.816 to 0.816
24
Industria_Digbot
-0.910 to 0.910
-0.950 to 0.950
17
Industria_Drillbot
-0.897 to 0.897
-0.950 to 0.950
15
Industria_Milita
-0.950 to 0.950
-0.509 to 0.509
22
Industria_Towncar
-0.950 to 0.950
-0.854 to 0.854
26
Junkrats_Bombadier
-0.950 to 0.950
-0.900 to 0.900
20
Junkrats_Drifter
-0.950 to 0.950
-0.603 to 0.603
13
Junkrats_Marco
-0.950 to 0.950
-0.603 to 0.603
11
Junkrats_Orca
-0.744 to 0.744
-0.950 to 0.950
19
Junkrats_Pierre
-0.950 to 0.950
-0.789 to 0.789
18
Prism_Citrine
-0.950 to 0.950
-0.931 to 0.931
18
Prism_Jade
-0.950 to 0.950
-0.642 to 0.642
20
Prism_Pearl
-0.839 to 0.839
-0.950 to 0.950
19
Prism_Ruby
-0.932 to 0.932
-0.950 to 0.950
22
Solaris_Armada
-0.950 to 0.950
-0.523 to 0.523
26
Solaris_Cargo
-0.950 to 0.950
-0.556 to 0.556
19
Solaris_Oracle
-0.950 to 0.950
-0.579 to 0.579
32
Solaris_Princess
-0.950 to 0.950
-0.804 to 0.804
27
Solaris_Valet
-0.950 to 0.950
-0.613 to 0.613
26
Hulls without a generated hitbox — fallback octagon
The fallback collision polygon, applied to any hull missing from the generated hitbox table:
Vertex
X
Y
1
-0.9
0.37
2
-0.9
-0.37
3
-0.37
-0.9
4
0.37
-0.9
5
0.9
-0.37
6
0.9
0.37
7
0.37
0.9
8
-0.37
0.9
How it works (gameplay flow)
A run begins with the player’s chosen hull + star tier; the chosen hull supplies every base combat stat (HP, shield, armor, speed, acceleration, drag, turn rate, heat curve, weapon slots) and one starting weapon at level 1.
Hull rarity is fixed per hull (Killer Croc is always legendary; Stinger is always common). Rarity gates the outline color shown in UI and is the rarity at which the hull rolls in ship-acquisition systems.
Star tier is a per-player upgrade per hull, separate from rarity. Stars rise as the player accumulates duplicate pulls of the same hull (1 duplicate = 1 XP).
Star thresholds: 0 dupes → ★1, 1 → ★2, 3 → ★3, 7 → ★4, 17 → ★5. Reaching ★5 requires 17 cumulative duplicates after the first pull (18 total pulls).
Each star unlocks a larger mod backpack grid (★1: 3×3 = 9 cells → ★5: 5×5 = 25 cells), which is the only way to fit more or larger installed mods.
Stats between ★1 and ★5 are linearly interpolated by the lerp factor t = (star − 1) / 4. Per-hull ★2/★3/★4 entries can pin a mid-star value to break the line; otherwise the value falls on the lerp.
Hulls with no per-hull override use the shared baseline at every star, so their stats do not change with star tier; only their grid grows.
At ★5, most hulls receive a small uplift: HP and shield rise toward the ★5 endpoint, weaponDamagePct rises to 12.5 (from baseline 10), Ancients gain extra shieldRegenRate, Junkrats gain fireRatePct 6.3, Backwater + Orca + Tank gain armor, Industria’s Bigbot/Digbot lower their heatCooldown.
Each hull has a fixed drive feel: rotates (free-rotating spaceship) or fixed-angle (hovercraft / omnidirectional thrust), accelCurve (linear / ease_in / ease_out / instant) and dragCurve (linear / exponential / front_loaded / back_loaded / overshoot).
Prism hulls (Citrine, Pearl, Jade, Ruby, Crystal, Shard) all use front_loaded drag — strong initial brake, soft tail — while Industria + most Solaris hulls use back_loaded drag — soft brake, hard final settle. Junkrats and Backwater use exponential (default space-drag) decay.
Heat-cooldown values of 0 on most hulls disable the overheat-then-cool boost loop entirely; only Industria (Bigbot, Digbot), Backwater (Caiman, Killer Croc, Lizard), Ancients_Glyph, and the late-game Solaris hulls (Oracle, Princess, Torque, Valet) have nonzero heat curves.
Starting weapon is fixed per hull: rifle, sweep, burst, cannon, mortar, lightning, missile, revolver, disc, fire_ring, railgun, flame, line, barrier, shotgun — chosen to match hull silhouette and faction theme.
Sprite scale per hull ranges from 0.9 (Prism_Shard) to 2.0 (Junkrats_Stinger). Hitbox polygons are independent of shipScale and apply at the rendered sprite size.
Interactions
Mod backpack grid sizing (cols × rows per star) drives how many and how large installed mods can fit; ship choice is the gate on mod inventory capacity.
Installed mods write through to combat stats, which start from the ship’s base values and are modified at run start.
Weapon slots cap how many distinct weapons can be carried during a run; starting weapon takes the first slot.
Passive (passiveId) is assigned per hull at run start and stays for the run.
Hull hitbox polygon is used by the Rapier physics body for terrain and enemy collision; missing hitboxes fall back to the octagon and log a diagnostic.
Rotates / fixedAngleDeg control whether the ship’s facing follows input or stays locked, which changes thrust direction logic and weapon aim source.
Heat curve + heatBuildup + heatCooldown + burnoutSeverity feed the overheat-boost mechanic and shake effects.
Sprite hue / saturation / contrast / brightness adjust the in-game sprite tint per hull.
Currency bonus + luck + magnetRange feed pickup and reward systems during a run.
What it does NOT do
Stars do NOT scale raw stats directly — they only resize the mod backpack grid and (for hulls with ★5 overrides) shift named endpoints; everything else lerps between ★1 and ★5 endpoints.
Hulls without per-hull ★1 overrides do NOT gain stats from leveling stars; their HP, speed, armor, etc. stay at baseline at every tier.
Hulls without per-hull ★5 overrides do NOT receive the ★5 weaponDamagePct 12.5 uplift; they stay at the baseline 10.
Ships do NOT swap their starting weapon when star tier rises.
Ships do NOT change faction or rarity with star tier.
Hitbox dimensions do NOT change with shipScale (collision polygon is normalized; rendered sprite size scales independently).
Starting weapon level does NOT rise with star tier (always L1 at run start).
Heat curves of 0 buildup / 0 cooldown do NOT engage the boost-on-overheat mechanic at any tier.
Hulls in the missing-hitbox list do NOT block movement — they get the fallback octagon so physics still resolves, with a one-shot diagnostic.