that's the whole kit: walk, launch, steer, melee, gun. everything else is gravity.
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.
1 / 2 / 3 or click · gamepad X / Y / RB
twenty-eight waves, four bosses. the war doesn't stop, but you've won it.