Classic
The vertical roguelite.
Platforms scroll away beneath you while waves, hazards, pickups, and relic choices turn the route into a climb you can read or overcommit to.
Four ways to play. One control language. Climb, survive bullet storms, pilot a squadron, or fly deep into Space Bar.
One hand. Four modes. Five pilots. Seventy-five skins.
Build a run, then decide how far you want to take it.
Auto-fire keeps the action moving, but the game now gives you four different reasons to press the next arrow. Choose a lane, build a run, chase a score, or stay out longer than you meant to.
A.K.O keeps the same four-direction control language, then changes what those arrows mean.
The vertical roguelite.
Platforms scroll away beneath you while waves, hazards, pickups, and relic choices turn the route into a climb you can read or overcommit to.
The endless pressure lane.
Dodge beat-reactive patterns, break formations, draft upgrades, and stay alive through bosses that make the screen feel like an instrument.
The focused shoot-em-up.
Pilot through formations, grab weapon powerups, protect your lives, and turn a clean run into a score chain before the boss arrives.
The long-form space adventure.
Thrust through wide sectors, find planets and signals, fight patrols, collect ship parts, dock for rumors and jobs, then choose what trouble comes next.
Classic's five dungeons shift platforms, enemies, atmosphere, hazards, and relic bias. The other modes take that same authored chaos in different directions.
Clean lines, signal ghosts, and enough room to understand the rules before the dungeon starts squeezing.
Aurora curtains, drifting ice peaks, icicles on every wall. Slow. Heavy. Every shot lands like a brick.
Factory skyline, sparks, and heat pressure. Fast lanes, burning crumbleways, and very little time to admire them.
Mushroom forest, hanging vines, bioluminescent bloom. Overgrown platforms that cling back at your boots.
Nebula clouds, circuit grid, holographic cubes drifting through the dark. Fast vectors. Tighter lines. No safety net.
Weak-matched hits deal 1.75×. Resisted hits deal 0.45×. Every enemy has its own weak and resist — switching correctly is the game.
Low damage by itself. Paints the target for +25% amp — swap to fire / ice / poison and every follow-up hits like a boulder.
Highest sustained DPS. Burn ticks after the hit. Short spread, fast cadence.
Heaviest per-shot. 55% slow + real knockback. Brittle combo for crushing burst.
Lingering DoT + impact clouds. Spread via Contagion, linger via Miasma.
PICK, WARD, KITE, GAZE, and MARK each bring a different movement identity. Mode-driven unlocks give every kind of run a reason to become your next main.
A universal meta XP track. Every run ticks it — death or victory, first wave or final boss. 50 ranks to chase, visible everywhere, never lets a run feel wasted.
Stack rule mods on eligible runs. Volatile makes enemies explode. Fragile halves your HP. Reaper spawns a dark echo. Clear runs with them active to earn sigils.
The game is procedural where it should be and authored where it matters: enemy behavior, weapons, music, VFX, routes, and the little decisions that make a run feel like yours.








Free demo available. No microtransactions. No season pass. Just the game, four modes, and a lot of arrows.