What it is

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)

StatBaseline
hp90
shield90
armor2
speed95
acceleration130
turnRate0.14
weaponSlots3
upgradeSlots3
weaponDamagePct10
fireRatePct5
luck8
magnetRange130
currencyBonus6
drag0.26
heatBuildup12
heatCooldown40
heatCurvelinear
burnoutSeverity0.35
rotatestrue
fixedAngleDeg0
accelCurvelinear
dragCurveexponential
stopShakeIntensity0
heatShakeIntensity0
heatShakeThreshold0.85
stopSpringAmt0
shieldRegenRate6
shieldRegenDelay4
hpRegen0
shipScale1.0
ramSpeedBleed0.50
contactSpeedBleed0.60
terrainRestitution1.09
terrainFriction0.01
ramThreshold150
ramDamageLo40
ramDamageHi1000
pushRatio0.1
enemySolidity0.8
contactDecel0.6
contactCooldown0.25
spriteHue0
spriteSaturation1
spriteContrast1
spriteBrightness1
meleeMult1.0
heatSpeedTarget80
heatBoostMult2.5
shieldRegenFillTime2
starting weaponrifle L1
ship classmedium
faction (default)solaris
passiveId (default)jack_of_all

Roster (37 hulls × 6 factions × 5 rarities)

FactionHullRarity
AncientsGlyphuncommon
AncientsRuneepic
BackwaterBatwinguncommon
BackwaterCaimanuncommon
BackwaterKiller Croclegendary
BackwaterLizardrare
IndustriaBigbotrare
IndustriaCaravanuncommon
IndustriaDigbotcommon
IndustriaDrillbotuncommon
IndustriaEelepic
IndustriaLoaderuncommon
IndustriaMilitarare
IndustriaTowncarcommon
JunkratsBomberepic
JunkratsDrifteruncommon
JunkratsMarcouncommon
JunkratsOrcarare
JunkratsPierrelegendary
JunkratsSkeweruncommon
JunkratsStingercommon
JunkratsTankcommon
PrismCitrineepic
PrismCrystallegendary
PrismJaderare
PrismPearllegendary
PrismRubyepic
PrismShardlegendary
SolarisArmadalegendary
SolarisCargocommon
SolarisCruiseruncommon
SolarisFlyeruncommon
SolarisHaulercommon
SolarisOraclelegendary
SolarisPrincesslegendary
SolarisTorquerare
SolarisValetepic

Rarity colors and grades

RarityDisplay gradeOutline colorAccent
commonCffffff#333333
uncommonB50ff7838cc58
rareA44aaff2288dd
epicScc66ffaa44dd
legendaryLffaa00dd8800

Per-hull ★1 stats — Ancients

HullHPShieldArmorSpeedAccelDragTurnRateWeapSlotsStartWeaponHeatBuildupHeatCooldownHeatCurveRotatesFixedAngleAccelCurveDragCurveShipScale
Glyph8015021001700.460.302sweep58linearfalse180linearexponential1.0
Rune7525021002000.500.394sweep00linearfalse181linearexponential1.0

Per-hull ★1 stats — Backwater

HullHPShieldArmorSpeedAccelDragTurnRateWeapSlotsStartWeaponHeatBuildupHeatCooldownHeatCurveRotatesFixedAngleAccelCurveDragCurveShipScale
Batwing1706041451700.360.142burst00front_loadedtrue0linearexponential1.2
Caiman1806041351750.360.142rifle1210front_loadedtrue0linearexponential1.0
Killer Croc29011071502300.360.144cannon1210front_loadedtrue0linearexponential1.0
Lizard2008041401800.360.143rifle1210front_loadedtrue0linearexponential1.0

Per-hull ★1 stats — Industria

HullHPShieldArmorSpeedAccelDragTurnRateWeapSlotsStartWeaponHeatBuildupHeatCooldownHeatCurveRotatesFixedAngleAccelCurveDragCurveShipScale
Bigbot1451353851000.280.143mortar104lineartrue0linearback_loaded1.0
Caravan12010031001500.320.142rifle00lineartrue0linearback_loaded1.2
Digbot958031001400.320.142rifle104lineartrue0linearback_loaded1.0
Drillbot12010041001500.320.142mortar00lineartrue0linearback_loaded1.3
Eel16516031101900.320.144lightning00lineartrue0linearback_loaded1.35
Loader1301003811310.180.142mortar00lineartrue0linearback_loaded1.6
Milita14513031212360.320.143missile00lineartrue0linearback_loaded1.35
Towncar1008031051400.320.142revolver00lineartrue0linearback_loaded1.4

Per-hull ★1 stats — Junkrats

HullHPShieldArmorSpeedAccelDragTurnRateWeapSlotsStartWeaponHeatBuildupHeatCooldownHeatCurveRotatesFixedAngleAccelCurveDragCurveShipScale
Bomber16517521302000.400.144cannon00lineartrue0linearexponential1.4
Drifter11012021301700.420.142disc00lineartrue0linearexponential1.4
Marco11012021301700.400.142railgun00lineartrue0linearexponential1.5
Orca17510531001000.280.143fire_ring00lineartrue0linearback_loaded1.2
Pierre20020021452350.400.144revolver00lineartrue0linearexponential1.3
Skewer11012021351750.400.142flame00lineartrue0linearexponential1.3
Stinger909521301600.400.142lightning00lineartrue0linearexponential2.0
Tank196653811300.340.142mortar00lineartrue0linearback_loaded1.45

Per-hull ★1 stats — Prism

HullHPShieldArmorSpeedAccelDragTurnRateWeapSlotsStartWeaponHeatBuildupHeatCooldownHeatCurveRotatesFixedAngleAccelCurveDragCurveShipScale
Citrine11616022115110.500.644line00lineartrue180linearfront_loaded1.0
Crystal20020022003600.500.144lightning00linearfalse180linearfront_loaded1.0
Jade14514521753000.480.143barrier00lineartrue180linearfront_loaded1.55
Pearl20020021814710.341.004railgun00lineartrue180linearfront_loaded1.0
Ruby16516521853200.500.144flame00linearfalse180linearfront_loaded1.0
Shard20020022003600.500.144shotgun00lineartrue180linearfront_loaded0.9

Per-hull ★1 stats — Solaris

HullHPShieldArmorSpeedAccelDragTurnRateWeapSlotsStartWeaponHeatBuildupHeatCooldownHeatCurveRotatesFixedAngleAccelCurveDragCurveShipScale
Armada22018051352400.420.104barrier00lineartrue0linearback_loaded1.2
Cargo1009551201500.420.102revolver00lineartrue0linearback_loaded1.2
Cruiser13011051962710.420.102rifle00lineartrue0linearback_loaded1.3
Flyer12511051763010.420.102rifle00lineartrue0linearback_loaded1.55
Hauler1009551001000.340.102barrier00lineartrue0linearback_loaded1.0
Oracle22018051803200.420.104disc1448lineartrue0linearback_loaded1.0
Princess23017051401900.420.104barrier1448lineartrue0linearback_loaded1.15
Torque15513051301950.420.103revolver1448lineartrue0linearback_loaded1.0
Valet18015051352100.420.104line1448lineartrue0linearback_loaded1.0

Per-hull ★5 stat endpoints (only fields that differ from ★1)

HullHP ★5Shield ★5weaponDamagePct ★5Other ★5 deltas
Ancients_Glyph10018812.5shieldRegenRate 7.5
Ancients_Rune9431312.5shieldRegenRate 7.5
Backwater_Batwing2137512.5armor 5
Backwater_Caiman2257512.5armor 5
Backwater_Killer Croc36313812.5armor 9
Backwater_Lizard25010012.5armor 5
Industria_Bigbot18116912.5heatCooldown 5
Industria_Caravan15012512.5heatCooldown 0
Industria_Digbot11910012.5heatCooldown 5
Industria_Drillbot15012512.5heatCooldown 0
Industria_Eel20620012.5heatCooldown 0
Industria_Loader16312512.5heatCooldown 0
Industria_Milita18116312.5heatCooldown 0
Industria_Towncar12510012.5heatCooldown 0
Junkrats_Bomber20621912.5fireRatePct 6.3
Junkrats_Drifter13815012.5fireRatePct 6.3
Junkrats_Marco13815012.5fireRatePct 6.3
Junkrats_Orca21913112.5armor 4
Junkrats_Pierre25025012.5fireRatePct 6.3
Junkrats_Skewer13815012.5fireRatePct 6.3
Junkrats_Stinger11311912.5fireRatePct 6.3
Junkrats_Tank1968112.5armor 4
Prism_Citrine11616012.5acceleration 511
Prism_Crystal25025012.5acceleration 450
Prism_Jade18118112.5acceleration 375
Prism_Pearl25025012.5acceleration 471
Prism_Ruby20620612.5acceleration 400
Prism_Shard25025012.5acceleration 450
Solaris_Armada27522512.5acceleration 300
Solaris_Cargo12511912.5acceleration 188
Solaris_Cruiser16313812.5acceleration 271
Solaris_Flyer15613812.5acceleration 301
Solaris_Hauler12511912.5acceleration 125
Solaris_Oracle27522512.5acceleration 400
Solaris_Princess28821312.5acceleration 238
Solaris_Torque19416312.5acceleration 244
Solaris_Valet22518812.5acceleration 263

Star progression — XP thresholds and mod backpack grid

StarXP required (cumulative duplicates)Mod backpack grid (cols × rows)Grid cells
★103 × 39
★214 × 312
★334 × 416
★475 × 420
★5175 × 525

Star interpolation factor (t) used for any unlisted ★

StarLerp t (★1 → ★5)
★10.00
★20.25
★30.50
★40.75
★51.00

Hull hitbox dimensions (normalized polygon, axis-aligned bounding box from vertex extents)

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).

HullX rangeY rangeVertex count
Ancients_Glyph-0.950 to 0.950-0.570 to 0.57015
Ancients_Rune-0.950 to 0.950-0.660 to 0.66019
Backwater_Batwing-0.794 to 0.794-0.950 to 0.95018
Backwater_Caiman-0.950 to 0.950-0.578 to 0.57813
Backwater_Lizard-0.950 to 0.950-0.690 to 0.69016
Industria_Bigbot-0.658 to 0.658-0.950 to 0.95018
Industria_Caravan-0.950 to 0.950-0.816 to 0.81624
Industria_Digbot-0.910 to 0.910-0.950 to 0.95017
Industria_Drillbot-0.897 to 0.897-0.950 to 0.95015
Industria_Milita-0.950 to 0.950-0.509 to 0.50922
Industria_Towncar-0.950 to 0.950-0.854 to 0.85426
Junkrats_Bombadier-0.950 to 0.950-0.900 to 0.90020
Junkrats_Drifter-0.950 to 0.950-0.603 to 0.60313
Junkrats_Marco-0.950 to 0.950-0.603 to 0.60311
Junkrats_Orca-0.744 to 0.744-0.950 to 0.95019
Junkrats_Pierre-0.950 to 0.950-0.789 to 0.78918
Prism_Citrine-0.950 to 0.950-0.931 to 0.93118
Prism_Jade-0.950 to 0.950-0.642 to 0.64220
Prism_Pearl-0.839 to 0.839-0.950 to 0.95019
Prism_Ruby-0.932 to 0.932-0.950 to 0.95022
Solaris_Armada-0.950 to 0.950-0.523 to 0.52326
Solaris_Cargo-0.950 to 0.950-0.556 to 0.55619
Solaris_Oracle-0.950 to 0.950-0.579 to 0.57932
Solaris_Princess-0.950 to 0.950-0.804 to 0.80427
Solaris_Valet-0.950 to 0.950-0.613 to 0.61326

Hulls without a generated hitbox — fallback octagon

The fallback collision polygon, applied to any hull missing from the generated hitbox table:

VertexXY
1-0.90.37
2-0.9-0.37
3-0.37-0.9
40.37-0.9
50.9-0.37
60.90.37
70.370.9
8-0.370.9

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.
  • Ram and contact stats (ramThreshold, ramDamageLo/Hi, ramSpeedBleed, contactSpeedBleed, pushRatio, enemySolidity, contactDecel, contactCooldown) drive collision damage, melee mult, and post-impact speed bleed.
  • 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.