W thrust · A/D turn hull · S brake · Mouse fine aim ±15° (not behind hull) · Space / hold mouse fire · P pause. Click playfield to focus; momentum persists.
Mouse fine aim ±15°; turn hull with A/D.
Loading field…
Starts paused. Boss/Camp encounters and defeat recovery are unavailable. Pause and wait for “committed” before closing.
Turn the hull with A/D in both modes. Mouse fine aim is limited to±15° from the nose, with the existing turret slew speed; pointing behind the hull does not fire backward. Nose aim fires along the hull heading. The short pale direction tick starts at the actual projectile muzzle and shows its current firing angle, not a lock-on or guaranteed hit. Switching modes clears held inputs and never resumes a paused game; while paused the tick retains the last simulated aim until Resume. Aim preference is stored separately; if browser storage fails, the current session still works and the gameplay save is untouched.
Explore and fight, then slow below harvesting speed near environmental debris. Recover the actual intact Pulse Tuning cache and install its one item for pulse damage18→30 (+12 provisional browser tuning, not legacy+4). The Drive Tune consumes1 earned Drive Stator +2 earned Raw Glimmer for speed245→300 and thrust300→375. This is a new provisional browser recipe, not recovered legacy crafting. Steering, braking, boost, capacity and death rules are unchanged. There are no free upgrade grants.
Fixed reference terrain, seeded ordinary-enemy positions and seeded first-upgrade cache location; two supported upgrades and ordinary Skippers. New Game changes ordinary encounters and the Pulse cache, NOT terrain or ordinary material positions. The cache has a provisional1,500–2,300-unit direct spawn-distance band and a collision-checked route no longer than3,000 units; this is not a measured travel-time guarantee.
Boss and Resonator Camp circles are explicitly labeled unavailable; their source actors remain present, not replaced by easier enemies. Defeat recovery is unavailable and a defeated run remains stopped. Procedural maps, wider enemy roles, broader speed/weapon synergies and the six-zone/end-boss run are not included. Terrain and some pickup shapes are temporary. Existing ship art is reused; no new-art completion claim.
This008-derived012 preview retains the005 save profile unchanged.001–004 saves remain separate and are not automatically imported. Continue restores the exact field checkpoint, not a fresh world. Autosaves every two simulation seconds and after earned outcomes. Abrupt termination may lose changes after the last committed checkpoint. A failed save keeps the previous durable checkpoint and unsaved memory; retry Save or explicitly restore committed progress. New Game confirms replacement after saving the current run.