100LAUNCH
MELEEGUN
E
WAVE 1
SECTOR 1
0
BEST 0
MOTHERSHIP
MOVE
LAUNCH
SWEEP
II
SWARMABILITY
WASDpress two to resume

YOU'RE READY

that's the whole kit: walk, launch, steer, melee, gun. everything else is gravity.

KESSLER

HOW TO PLAY

MOVE WASD, arrows or left stick — you walk along the planet you're standing on, whichever way you push, and face the way you move. Standing still you face up
ATTACK space, click or RT; hold it to keep attacking. On a planet it's melee: a wide sweep over your head when you're standing still, a wave along the ground when you're moving. Hits knock enemies away
LAUNCH shift, right click or LT — a rocket burn off the planet where you're moving, just under 2s to the top. Only from the ground, no cooldown, needs fuel. Invulnerable at ignition
DIVE-STRIKE attack right after landing from a launch for 2× damage and a much harder knockback
FLY WASD in space steers you but burns fuel (gauge by the ship). Fuel refills on the ground; an empty tank still gives a short push once a second
ABILITY E, L, middle click or Y. A card offered once you hold two specific tree leaves; charges from kills (splats and void kills charge it fastest) and launches. Swarm needs the ground. Planet Killer needs space: time slows, steer a cursor with WASD (it snaps to the nearest planet when you let go), space to fire, launch to back out. The planet is gone for good
GUN In space attack fires the gun, auto-aimed at the nearest enemy, twice a second while held. Standing on a planet reloads one round every 2s. Dry gun in space: attack is a pulse that bats shots away

WHO'S WHO

Knockback is the whole game. Launched enemies take impact damage when they hit a planet, or fly past the red ring and are lost to the void: it bites harder every half second out there, for you too.

Every kill shatters into debris that keeps orbiting and keeps hitting things — including you. The better you're doing, the messier it gets. Swing at debris to bat it.

Enemies fly in from the edge as themselves: shoot them on the way down. Orbiters circle a planet and shoot, and every so often hop over to yours. The Missile parks on a planet you're not on and fires rockets straight up that bend toward you. Raiders never land: they patrol the outer ring and fire spreads inward. Lancers telegraph, then charge along the ground. Mines drift in and go off near you; hit one first and it's your bomb. The Shield turns toward you slowly: slugs and the wave break on its front, the sweep and its back don't care. Your wave and your sweep both send shots back.

Every cleared wave offers a pick from four upgrade trees: launch, spread, knockback, damage. Each tree is a root, two branches the root opens, and a leaf either branch opens. Everything stacks. Hold the leaves of two specific trees and the ability is offered as a card.

A boss every five waves, four of them in a row: the Hammer, the Warden, the Twins, the Belt. Beat the Belt at wave 20 and the run is won; it keeps going as long as you do.

SETTINGS

LEADERBOARD

    CHOOSE AN UPGRADE

    1 / 2 / 3 or click · gamepad X / Y / RB

    THE WAR MOON IS BROKEN

    twenty-eight waves, four bosses. the war doesn't stop, but you've won it.

    PAUSED

    LOST

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