Modes and challenges
The campaign is the heart of the game. These are for when you want to sharpen up or push further.
Boss Arena and Practice
The Boss Arena lists every boss you have met in a run; the others stay dimmed until you find them. You fly one saved loadout of gear you have unlocked. It gives no rewards and touches no saves, so it is the safest way to learn an attack.
Boss Rush
Every boss you have met, easiest first, on one life, with half your hull back after each. Achievements for a rush need at least ten bosses in it.
Eclipsed bosses
Harder remixes of bosses you have beaten, with 150% health and faster bullets. An Eclipsed Rush runs the whole list that way.
Trials
Ten short rooms, one per sector, each opened by beating that sector's Guardian. They are the same every time, with one fixed weapon and kit. Some are against the clock and some give you one plate, so any hit ends it. Medals pay XP once each: bronze 150, silver 300, gold 600, and a better medal pays the difference.
| Sector | Trial |
|---|---|
| 1 | Thorn Gauntlet: best time, Silver Needle |
| 2 | Drowned Duel: one plate, Wisp Seeker |
| 3 | Belfry Ricochet: best time, Ricochet Shard |
| 4 | Frostveil Scatter: one plate, Scattergun |
| 5 | Ember Needle: one plate, Silver Needle |
| 6 | Orbit Seeker: best time, Wisp Seeker |
| 7 | Verdant Scatter: best time, Scattergun |
| 8 | Storm Ricochet: one plate, Ricochet Shard |
| 9 | Quarry Needle: best time, Silver Needle |
| 10 | Eclipse Seeker: one plate, Wisp Seeker |
Weekly Vigil
One run a week, with the same seed and rules for everyone. A new week starts at the turn from Saturday to Sunday, midnight UTC-7, the same moment everywhere. Missing a week costs you nothing. The game stays offline, so compare your result with friends directly.
The Descent
Opens once sector 10's Guardian falls. A run continues past sector 10 to sector 1 again on new layouts, each pass harder: 8% more enemy and boss health and 2% faster enemy shots a depth.
Making it harder
Vigil levels
Beat a Guardian in a Standard run at a Vigil level to open the next. Only the numbers change: warnings, hit areas and the aim assist stay the same.
- Faster enemy shots
- Tougher enemies
- Docks mend half the hull
- Enemies attack sooner
- Tougher Guardians
- One hull plate fewer
- Even faster shots
- Enemies move faster
- Even tougher enemies
- The hardest Guardians
Oaths
Optional vows picked at the Loadout once a Guardian has fallen, any number of them, kept all run:
- Lone Needle: the Silver Needle only
- Grounded: no dash
- Glass Hull: two hull plates
- Silent Bell: no slow-mo
- Empty Hands: no items or Bombs
Dials
After your first victory, five dials on the Loadout make the journey harder for 5% more XP a rank:
- Crowned: Champions come two or three times as often.
- Wakeful: The Wakeful comes after five minutes, then three.
- Sparse Docks: No dock in the middle of a sector.
- Teams: Enemy teams form two or three times as often.
- High Tide: Room hazards return faster.
Play together
Runs can be flown by two phones on the same Wi-Fi or one phone's hotspot, with no internet needed. See Playing together.