Weapons

What it is

Weapons are the player ship’s offensive tools. Each run starts with one weapon and adds more from level-up rewards and chests, up to a slot cap. Every weapon auto-fires at nearby enemies on its own cadence, levels up from 1 to 20 over the run, and at level 20 can be merged with another level-20 weapon of any tag to produce a permanent legendary version. Nineteen base weapons exist plus ten legendary merge results, each with its own damage tag, family, and behavior.

Damage tags

Every weapon belongs to exactly one of four exclusive damage tags. The tag drives the visual palette, which artifacts and passives trigger off it, and which legendary it produces when paired. Legendary weapons carry two tags simultaneously and fire damage signals for both.

TagColor identityBehavior signature
BulletWhite / silverKinetic projectiles, single-target, blood-splatter exit wounds
BombDark redExplosive shells / arc lobs / blast radius AoE
EnergyElectric blue (violet for magnetic family)Chains, beams, plasma, tethers, pierce-all behavior
FireOrange / yellowCones, persistent fire patches, area aura

There are two damage resolution types. Normal damage routes through enemy shield before hull; true damage bypasses the shield and goes straight to hull. Every shipped weapon uses normal damage unless its description below says otherwise.

Weapon families

The family field decides how projectiles are spawned, drawn, and how collision is resolved.

FamilyBehavior
ProjectileStandard travelling bullets, arcs, plasma rounds
SniperBeam-trace hitscan — damage applies the frame it fires
BeamPersistent shape (cone) where the visual and hitbox are the same object
ExplosiveArc-lobbed shells that detonate on impact with blast radius
ChainHits one target then arcs to nearby targets with damage falloff
HomingProjectiles steer toward their target
SweepOrbits the ship, contacts enemies on intersection

Auto-aim modes

Target modeWhich enemy fires picks
ClosestNearest enemy by edge distance
FurthestFarthest enemy still inside range — used by long-range mortar / railgun
FlankingEnemies perpendicular to ship facing — used by cannon / revolver
Low HPLowest-HP enemy in range — finishes wounded targets

Rarity and tier scaling

Drop weights are flattened at runtime: every non-legendary weapon has equal weight in chests. The ten legendaries never appear in chests and are only obtainable by merging two level-20 weapons of the parent tag pair.

Level scaling formula

Every weapon’s primary stats follow stat(level) = base + scaling × (effectiveLevel − 1), where effectiveLevel is a remap of the raw level through the weapon’s scaling curve. The six scaling curves shape how growth feels from L1 to L20.

Scaling curveShapeEffective level at L10 (relative)
LinearEven growth across all levels5.74
Linear fast15% jump at L1, then linear5.87
Front loadedBig early gains, plateaus late8.16
S curveSlow start, fast mid, slow end6.20
ExponentialLate-game burst2.86
Steep expHeavy late-game burst2.30

Damage multiplier (applied on top of base damage)

Damage scales separately from the per-stat formula via piecewise anchors, then is further multiplied by a low-level buff that decays from level 1 to level 7.

LevelDamage multiplierLow-level buffTotal damage multiplier
11.00×1.30×1.30×
21.083×1.25×1.354×
41.25×1.15×1.4375×
71.6875×1.00×1.6875×
82.00×1.00×2.00×
123.00×1.00×3.00×
165.00×1.00×5.00×
207.50×1.00×7.50×

Legendary weapons start at level 1 already multiplied by the level-20 baseline of 7.50×, so a freshly-merged legendary hits like a maxed normal weapon and grows from there.

VFX tier breakpoints

Level rangeVFX tier
1 to 31
4 to 72
8 to 133
14 to 204

Horizontal modifier rates

The horizontal upgrade track adds modifiers that stack across all owned weapons. Each weapon defines its own per-step rates.

ModifierRifleShotgunMost weaponsFlame / fire-ring / sweep / defy
Damage per step+4%+4%+4%+5% (flame, fire-ring, defy) / +4% (sweep)
Fire rate per step+10%+10%+10%+10% (flame, fire-ring) / +8% (sweep, defy)

Area mode (how the Area horizontal applies)

Area modeEffect
BlastGrows blast radius
Blast strongGrows blast radius at higher rate
Chain radiusGrows chain-jump search radius
Beam splashAdds splash damage off the beam
Beam widthWidens the beam
Bonus explosionAdds an extra explosion on hit
Cone widthWidens the cone
Blade sizeGrows the orbiting blade
SplashGrows splash radius on hit
Line spreadWidens the line / orbit balls
Arc thicknessThickens the shield arc

Bonus projectile track (from More Projectiles horizontal)

A separate horizontal track adds extra projectiles per shot. The curve is per-weapon. Sample points:

WeaponAt 0 stacksAt 5 stacksAt 10 stacksAt 15 stacksAt 20 stacks
Rifle+0+2+3+4+5
Coilgun+0+2+3+4+5
Shotgun+0+2+3+4+5
Railgun+0+1+2+3+4
Missile+0+2+3+4+5
Lightning+0+2+3+4+5
Revolver+0+2+3+4+5
Cannon+0+2+4+6+7
Mortar+0+2+3+4+5
Disc+0+1+2+3+4
Flame (embers)+8+12+14+20
Sweep+0+1+1+2+3
Line+0+0+1+1+2
Magnetar+0+0+1+1+2
Fire ring (blades)+0+1+1+2+3
Burst+0+0+1+1+2

Fire trail and barrier ignore the More Projectiles track.

Base weapons

Nineteen weapons make up the base roster. Each card below lists the headline stats at level 1, level 10, and level 20 (raw values from the spec, before the damage multiplier curve and any horizontal modifiers).

Auto Rifle — bullet projectile

Standard auto-fire single-shot rifle. Picks the closest target, fires straight, near-perfect homing once the round is in flight. Linear scaling.

StatL1L10L20
Damage per shot50334650
Fire rate (shots/s)3.037.175.0
Projectile speed550604665
Projectile size5.05.96.9
Acquire range183210240
Warmup0.15 s0.15 s0.15 s
Travel range multiplier2.4×2.4×2.4×

Shotgun — bullet projectile

Wide-spread pellet cone, projectiles pierce every enemy in their line. Linear-fast scaling means L1 already feels punchy.

StatL1L10L20
Damage per pellet1460181
Fire rate (shots/s)0.700.911.45
Pellet count5513
Pellet count at L5/L10/L15/L205 / 7 / 10 / 13
Spread (degrees)181818
Projectile speed480532591
Projectile size12.014.717.7
Acquire range151178208

Railgun — bullet sniper

Long-range piercing beam, picks the furthest target in range. Long warmup, heavy damage. Steep exponential scaling — most growth happens after level 14.

StatL1L10L20
Damage per beam850107111000
Fire rate (shots/s)0.320.340.91
Beam width3638128
Acquire range3804191124
Beam length multiplier1.7×1.7×1.7×
Warmup0.55 s0.55 s0.55 s

Missile — bomb homing

Slow-flying missile cluster, targets lowest-HP enemy in range, explodes on contact with blast radius. Front-loaded scaling — strong early levels.

StatL1L10L20
Damage per missile41254536
Fire rate (shots/s)0.560.751.02
Missiles per volley at L1/L5/L10/L15/L202 / 3 / 4 / 5 / 6
Blast radius87.5123172
Projectile speed160192234
Homing strength12.016.922.7
Fire rate jitter±20%±20%±20%
Acquire range274307348

Lightning — energy chain

Picks the closest target, then chains to nearby enemies. Each jump deals 88% of the previous jump’s damage. Chain count rises sharply across levels.

StatL1L10L20
Damage per arc75.3463979
Fire rate (shots/s)0.200.390.52
Chain count at L1/L6/L10/L15/L205 / 20 / 60 / 150 / 300
Chain radius93188287
Jump damage falloff0.88 per jump
Acquire range249301363

Revolver — bullet homing burst

Fires a homing-bullet burst at the closest enemy, with each round splashing on contact. Exponential scaling — most growth is in the late levels.

StatL1L10L20
Damage per round902741170
Fire rate (bursts/s)0.7681.203.29
Burst pattern (rounds/burst) at L1/L5/L10/L15/L206 / 8 / 12 / 18 / 24
Seeker count at L1/L5/L10/L15/L208 / 10 / 16 / 28 / 40
Splash radius182161
Spread (degrees)555555
Projectile speed170178227
Homing strength162254

Cannon — bomb explosive

Arc-lobbed cannonball volley fired perpendicular to ship facing (flanking aim). High blast, low fire rate. 25% chance each fire to double-fire.

StatL1L10L20
Damage per shell966331248
Fire rate (shots/s)0.300.390.49
Shell count at L1/L5/L10/L13/L16/L191 / 3 / 5 / 6 / 7 / 8
Blast radius140175274
Projectile speed520564658
Arc time0.8 s0.8 s0.8 s
Fire rate jitter±20%±20%±20%
Double-shot chance25%25%25%
Acquire range204258318

Mortar — bomb explosive

Long-range arc-lobbed shells that prioritize the furthest enemy. Big AoE, slow cadence. Scatter radius shrinks at higher levels (more accurate).

StatL1L10L20
Damage per shell50334650
Fire rate (shots/s)0.600.700.94
Shell count at L1/L5/L10/L15/L203 / 4 / 6 / 9 / 12
Blast radius120257408
Scatter radius403429
Arc time1.4 s1.4 s1.4 s
Fire rate jitter±20%±20%±20%
Acquire range296341391

Disc — energy projectile (boomerang)

Plasma ring pierces every enemy on the way out, returns to ship and pierces again on the way back. Has a level 1 to 10 damage buff that decays linearly. Tagged energy despite the projectile look.

StatL1L10L20
Damage per pass38295580
Fire rate (shots/s)0.300.500.73
Projectile size36.465.099.7
Projectile speed450540640
Return speed84010581296
Early-level damage buff (L1)+120%, fades to 0 at L10
Acquire range262298338

Flame — fire projectile (cone stream)

Short-range fire ember stream. Many small particles flow forward in a cone. Front-loaded scaling.

StatL1L10L20
Damage per ember14.480.6187.2
Fire rate (shots/s)6.08.411.4
Ember count at L1/L7/L14/L2015 / 17 / 28 / 38
Cone width (degrees)656565
Projectile speed380412452
Projectile size2.52.93.5
Acquire range165192222

Sweep — energy sweep blade

A single energy blade orbits the ship and damages enemies it sweeps through. Contact cooldown gates re-hits on the same enemy. Has a level 1 to 7 early damage buff. Linear scaling.

StatL1L10L20
Damage per hit42106178
Fire rate (shots/s)0.200.420.67
Orbit radius190254325
Orbit speed4.08.513.6
Blade size3.05.78.7
Blade count111
Contact cooldown0.18 s
Early-level damage buff (L1)+150%, fades to 0 at L7
Acquire range208226246

Line — energy projectile (tesla line)

Two orbiting energy balls fire and remain connected by a piercing damage line between them, sweeping across enemies. Linear scaling.

StatL1L10L20
Damage per tick31.279.85131.80
Fire rate (shots/s)0.200.420.67
Projectile speed120147177
Ball spread (orbit radius)55110170
Orbit speed3037.245.2
Contact cooldown0.08 s
Acquire range220256296

Barrier — energy sweep arcs (forward-locked)

Forward-facing shield-style energy arcs orbit in front of the ship, piercing all enemies in their path and pulling nearby ones inward. Always fires regardless of enemies.

StatL1L10L20
Damage per tick22414972913
Fire rate (shots/s)1.41.651.93
Orbit radius110137167
Orbit speed9.012.215.8
Blade size1824.7532.25
Pull radius100213340
Pull force120025644080
Acquire range200218238
Contact cooldown0 (continuous)

Defy — fire beam (shader cone)

A live persistent fire cone in front of the ship. The visual and the hitbox are the same shape — damage ticks once per fire rate to any enemy inside the cone. Front-loaded scaling. Defy is tagged legendary rarity but functions like a base weapon (it is in the base roster, not an unlock).

StatL1L10L20
Damage per tick956124
Tick rate (ticks/s)10.012.916.7
Cone length (range × 1.3)273318372
Cone width (degrees)323232
Acquire range210264324

Fire trail — fire projectile (zone drop)

Drops a persistent fire patch beneath the ship on each fire. Patches damage anything that walks through them. Fires regardless of enemy presence.

StatL1L10L20
Total damage per patch70416801
Fire rate (patches/s)1.01.451.95
Linger duration4.0 s4.9 s5.9 s
Patch radius7597.5122.5
Acquire range200236276

Total damage is spread evenly across the patch lifetime — a 4.0 s patch with 70 total damage ticks 17.5 damage per second.

Fire ring — fire sweep blades

Multiple orbiting fire blades. Linear scaling.

StatL1L10L20
Damage per hit3690150
Fire rate (shots/s)0.200.420.67
Blade count at L1/L5/L10/L15/L203 / 4 / 5 / 6 / 8
Orbit radius130180235
Orbit speed5.08.612.6
Blade size812.0516.55
Contact cooldown0.18 s
Acquire range180198218

Burst — bullet sniper (hitscan)

Instant-cast hitscan rifle. Each fire snaps three bullets at the three closest enemies in range. No travelling projectile, no visible beam — muzzle flash plus on-target impact only. More Projectiles upgrades stack additional simultaneous shots, each picking a different enemy. Linear scaling.

StatL1L10L20
Damage per shot38236456
Fire rate (shots/s)1.62.53.5
Shots per cast333
Beam width67.89.8
Acquire range228263302
Warmup0 s

Magnetar — energy projectile (tesla line, violet)

A wider-orbit, slower variant of Line. Two orbiting energy balls connected by a piercing damage tether. Long range, violet-magenta palette. Linear scaling.

StatL1L10L20
Damage per tick42.094.2152.2
Fire rate (shots/s)0.150.330.53
Orbit radius85157237
Orbit speed2531.338.3
Projectile speed100122.5147.5
Projectile size1824.331.3
Acquire range350404464
Travel range multiplier5.0×

Coilgun — energy projectile (rifle shape)

A precision electromagnetic accelerator. Single bullet per shot, faster than rifle, bigger hits, longer reach. Linear scaling.

StatL1L10L20
Damage per shot955451045
Fire rate (shots/s)1.824.349.3
Projectile speed700772852
Projectile size7.08.49.85
Acquire range240276316
Warmup0.20 s
Travel range multiplier3.5×

Legendary weapons

Legendaries are produced by merging two level-20 weapons whose tags form one of ten alphabetical pairings. The result inherits both tags simultaneously and replaces both source weapons in the player’s loadout. Legendaries never appear in chests. Each legendary starts at level 1 with the level-20 baseline damage multiplier (7.50×) already applied, and continues to level up from there on the normal level-up pool.

Merge pair table

PairResultWeapon name
Bomb + bombHellrainOff-screen artillery rain
Bomb + bullet4-Way BurstQuad-direction simultaneous hitscan
Bomb + energyRailstormInstant beam + decay cascade explosions
Bomb + fireCarpet BomberScreen-pinned bomber fly-bys with firebombs
Bullet + bulletMega BulletFAMAS 3-round burst, slow massive bullets
Bullet + energyWave GunCurved blue plasma arc machine gun
Bullet + fireTrailblazerHigh-RoF rounds leaving fire trail patches
Energy + energyStar HaloStars orbit, spin, then burst outward
Energy + firePlasma MortarBlue plasma arc lobs with persistent fire zones
Fire + firePhoenixContinuous 360° fire aura around ship

Mega Bullet — bullet + bullet

FAMAS-style triple-burst of slow, massive brass bullets. Each round pierces every enemy in its line and continues offscreen. Built for single-target rape and very long range. Linear scaling, with a long travel range multiplier.

StatL1L10L20
Damage per bullet230023002300
Fire rate (bursts/s)1.41.852.35
Rounds per burst3 (via cadence)
Projectile speed380416456
Projectile size3640.545.5
Acquire range130014621642
Travel range multiplier22.0×

Hellrain — bomb + bomb

Off-screen artillery rain. Each fire spawns one bomb. A white dotted telegraph circle marks the impact site, a shadow grows under it, then the bomb falls straight down and detonates. ±50% random jitter on fire rate so the cadence feels chaotic.

StatL1L10L20
Damage per bomb550055005500
Fire rate (bombs/s)1.62.273.0
Blast radius140194254
Telegraph duration0.6 s
Strike radius from ship320374434
Fire rate jitter±50%

Star Halo — energy + energy

Stars stream from the ship front into a circular formation, rigid-body spin three revolutions (no damage during spin), then burst radially outward and explode at their final positions. Fires on a timer regardless of enemy presence. Ring radius is capped to 50% of the portrait viewport width at fire time.

StatL1L10L20
Damage per star300030003000
Fire rate (casts/s)0.200.420.67
Stars per cast at L1/L4/L8/L12/L16/L205 / 8 / 12 / 18 / 24 / 30
Ring radius200245295
Spin revolutions3
Spin duration3.2 s
Star explosion radius110137167
Post-spin burst-out distance60114174

Phoenix — fire + fire

Continuous 360° fire-damage aura around the ship. Ticks fire damage on every enemy inside the radius. A flaming Phoenix outline renders behind the ship.

StatL1L10L20
Damage per tick110011001100
Tick rate (ticks/s)3.04.355.85
Aura radius240348468

4-Way Burst — bomb + bullet

Four simultaneous hitscan beams snap at the four closest enemies (≥30° apart), each detonating a blast on impact. No projectiles travel. Tagged bullet (primary) + bomb (secondary).

StatL1L10L20
Damage per shot180018001800
Fire rate (shots/s)5.06.88.8
Simultaneous beams444
Blast radius110146186
Acquire range520592672

Wave Gun — bullet + energy

Machine-gun firing curved blue plasma arcs at the closest enemy. Each arc pierces every enemy in its line and continues beyond. Soft fade over the last 25% of the arc’s travel.

StatL1L10L20
Damage per arc140014001400
Fire rate (shots/s)8.012.517.5
Projectile speed420465515
Projectile size3239.748.2
Acquire range600708828
Travel range multiplier3.0×

Trailblazer — bullet + fire

Revolver-style high-RoF rounds that leave persistent fire patches along their flight path. Bullets pierce, fly very long range, and the fire patches keep ticking on enemies after the round has passed. Wide random spread fills a cone with chaotic flame rounds.

StatL1L10L20
Damage per round600600600
Fire rate (shots/s)18.025.233.2
Rounds per cast33.94.9
Projectile speed720792872
Projectile size2226.9532.45
Spread (degrees)28 (random)
Acquire range110012621442
Travel range multiplier14.0×

Railstorm — bomb + energy

Anime-style beam. Instant flash strike along the firing line, then the beam sprite persists about 2 s with alpha decay. During the decay window, random cascade explosions sequentially erupt along the beam path, weighted to start near the ship and drift outward.

StatL1L10L20
Initial beam damage220022002200
Fire rate (shots/s)0.300.5250.775
Beam width180234294
Beam decay duration2.0 s
Cascade explosions at L1/L5/L10/L15/L206 / 8 / 10 / 12 / 14
Cascade blast radius130152.5177.5
Acquire range200024052855
Travel range multiplier5.0×
Warmup0.30 s

Carpet Bomber — bomb + fire

Screen-pinned bomber silhouettes fly across the viewport from the left, dropping firebombs in vertical lines that explode on impact and leave persistent fire patches.

StatL1L10L20
Damage per bomb480048004800
Fire rate (bombs/s)0.40.6160.856
Bombs per pass at L1/L5/L10/L15/L206 / 8 / 10 / 14 / 18
Blast radius130175225
Fire rate jitter±30%
Acquire range600708828

Plasma Mortar — energy + fire

Lobs slow-moving balls of blue plasma fire on a high arc. On impact: explodes and leaves a persistent blue-fire damage zone that ticks energy damage to any enemy inside. Targets the furthest enemy in range. Linear scaling.

StatL1L10L20
Damage per shell350035003500
Fire rate (shots/s)1.41.942.54
Shells per fire at L1/L5/L10/L15/L201 / 2 / 2 / 3 / 3
Blast radius160214274
Projectile speed320356396
Arc time1.0 s
Scatter radius807161
Acquire range110012801480
Travel range multiplier5.0×

How it works (gameplay flow)

  • Each weapon auto-targets a chosen enemy by its target mode (closest, furthest, flanking, low HP) at the moment the cooldown expires.
  • Once acquired, the weapon spends its warmup time, then fires. Some weapons (fire trail, barrier, Star Halo) bypass the acquire step and fire whenever ready.
  • Damage on hit = base damage × level multiplier × low-level buff × horizontal damage modifier. Damage-tag artifacts and passives may also stack their own multipliers here.
  • After firing, cooldown is set to 1 / fire rate. Bomb-family weapons (mortar, cannon, missile) apply a ±20% jitter to the cooldown, and Hellrain applies ±50%, so cadence feels organic.
  • Level-up rewards offer to bring an existing weapon up one rank, or add a new one if a slot is open. At rank 20, that slot becomes a merge candidate. Merging two rank-20 weapons of any tag pair consumes both slots and produces the matching legendary at rank 1.
  • Range, AoE, and projectile count grow via the horizontal upgrade track: Area, More Projectiles, Damage, Fire Rate. Each weapon’s areaMode decides what the Area horizontal grows for it.
  • VFX intensity steps up at level 4, level 8, and level 14 — bigger flashes, denser particles, brighter trails.

Interactions

  • Damage tags trigger tag-conditional artifacts, passives, and affixes. Legendaries carry two tags so both sets of conditions fire.
  • Horizontal modifiers (Damage, Fire Rate, More Projectiles, Area) stack across the whole loadout. Each weapon spec defines its own per-step rates and its area mode.
  • Shields absorb normal-damage hits before hull. True-damage weapons skip the shield entirely (no shipped base weapon is true-damage by default; the field exists for piercing affixes).
  • Destructibles (crates, walls, etc.) can be damaged by any weapon whose canHitDestructibles is true — every shipped weapon has this enabled.
  • Ship feel is driven by each weapon’s recoil profile (squash/stretch + kick), camera shake on fire and on hit, ship pulse strength, sonar pulse scale, and screen post-FX duration.
  • Mods, artifacts, and passives can scale damage, fire rate, range, blast radius, chain count, pierce count, and other per-tag bonuses. See the respective gameplay pages.

What it does NOT do

  • Weapons are not manually aimed. Auto-aim picks the target every fire — there is no joystick aim or fire button.
  • Weapons do not fire when no valid target is in range, except the four always-fire weapons (fire trail, barrier, Star Halo, Phoenix aura).
  • The rarity field on a weapon spec does not affect chest drop weights. All non-legendaries are flattened to equal drop weight at runtime.
  • Legendary weapons never appear in chests or rewards — they exist only as merge results.
  • A weapon does not carry over between runs. Level resets to 1 at the start of every run; the metagame layer governs which weapons are available to pick from.
  • Damage does not scale linearly with level. The piecewise damage curve plus the per-stat scaling curve combine for an aggressive late-game multiplier (about 7.5× the base at level 20).
  • Enemy weapons use a separate, flat (un-leveled) stat table and do not share any of the player scaling rules.