NULL SECTOR

A vertical-scrolling shooter for Android. Every sprite is vector math rasterized at boot; every sound is synthesized sample by sample at runtime — no art files, no audio files, no third-party dependencies.

Field Manual · Controls, Loadout & Guardian Roster

12sectors
10special chips
12guardian bosses
60decorations
Overview

Built on Nostalgia

NULL SECTOR inherits 100% rendered geometric graphics and 100% synthesizer-generated sounds from the 1980s. Inspired by a love for classic space shooters, that were “bullet hell” before there was a term for it. This grew into a deep love for doing the impossible (like finally developing a video game, just like we dreamed of when we were wee-little engineers) that has served us well all our lives.

The game features an adaptive system that learns from how well you are doing to present constant challenge and provide engaging replay. It's wired into the game theme of evil AI/machine intelligence that is out to end humanity, and represented as AI Aggression in the game. This isn't simply a difficulty slider — it's an opponent that measures your comfort and removes it! The most counter-intuitive rule: holding the trigger down makes the game harder. Shooting with discipline is a real tactic.

Finally, we take our privacy very seriously and that means we take yours seriously too. We've included a unique “Bragging Rights” system that shares codes via text/SMS, email, and instant messaging services so you can compete with your friends and loved ones completely offline. No registration. No web account. We won't ever know when you went grocery shopping. Read the full privacy policy.

So, have a read, and get started — Everything you fight with is original: ten special chips, the enemy roster, and twelve Guardian bosses — one per sector, each built to be the right answer to some loadout and the wrong answer to others. Fly through every sector the system throws at you, and the run ends on a graded Pilot Rank.

We hope you enjoy playing our love letter to the 1980s arcade space shooter as much as we enjoyed making it.

01

01 Controls

Drag anywhere on the playfield to fly. The main gun fires itself — there's no fire button, because a fire button would cost you the thumb that's dodging.

Touch is relative, not absolute. Touching the screen grabs the ship where it is and moves it by your finger's delta, rather than teleporting it under your fingertip — absolute positioning would make every touch a possible instant death. The ship also rides slightly above your fingertip, eased in as you move, so your own thumb never covers the thing you're trying to keep alive.

Because the drag is relative, you choose the gap between your finger and the ship the moment you touch down. Hold below the ship, at whatever distance suits you, and it stays there — letting you watch it dodge instead of hiding it under your thumb.

NULL SECTOR gameplay HUD
1
2
3
4
5
6
7
≈ 0.5″ example gap
Live HUD, annotated — the drifting marker shows one comfortable hold: finger anchored about half an inch below the ship, moving together.
  1. 1Score & main-gun tier pips
  2. 2Sector name & countdown clock
  3. 3Best score & ships remaining
  4. 4AI Aggression — climbs as you fire
  5. 5Next Ship meter — fills toward the sector's max-score ship
  6. 6Safety — tap to hold fire (locks the Special); green ring = 15–45 s to a free ship
  7. 7Special chip button & charge ring
ActionInput
FlyDrag anywhere on the playfield
Main gunAlways firing — no button
Special chipHold the circular button, bottom-right
Safety / hold fireTap the circular button, bottom-left. 15 to 45 seconds without firing earns a ship (shorter if your recent lives were short). While the safety is on, the Special is locked: a press fires nothing, spends no charge or one-shot weapon, and shows a SAFETY ON notice
Timer on ship (option)Off by default; turn it on under Options, Accessibility & Media. A small ring on the ship's hitbox counts a running special down (pink and blinking in its last 1.5 seconds) and refills amber while it recharges, with the seconds left beside it
PauseDouble-tap the progress bar along the bottom edge
Surrender a runTriple-tap the progress bar

Stylus vs. finger: a stylus gives tighter control but makes it easier to jab the Safety or Special by accident; a finger is looser but harder to fat-finger those buttons. NULL SECTOR is built for one-handed play, including for players with limb differences.

The pause menu: double-tapping the progress bar freezes the run and opens a menu — Resume, How to Play (this manual), HUD Overview (the guided tour, played over your paused run), Bragging Rights (view only mid-run) and Medals. Each screen's Back button returns you to the menu with the run exactly as you left it. Double-tap the progress bar again, or tap Resume, to carry on.

There's also a guided HUD tour in-game — it plays once automatically right after the opening cinematic, and it's replayable anytime from the title screen's How To Play → HUD Overview.

Under the hood — how the AI aggression actually works

Five signals feed one hidden scalar, heat (0–1), surfaced to you as the ten-tick AI Aggression column on the left edge:

SignalRankWhat it's asking
Kill rate1Are you clearing what's sent at you?
Firepower2How upgraded are you?
Survival3How long since you died?
Fire rate4How much are you spamming the trigger?
Near misses5How comfortable are you inside danger?

The escalation is asymmetric on purpose: heat climbs on a long time constant so you earn it gradually, but collapses the instant you die, with a short grace window afterward that suppresses it entirely — so the difficulty reads as an opponent easing off, not as punishment. A slow-rising floor also stops you from hiding in a corner and shooting nothing.

At tier 7 the gauge turns alarm magenta and the system starts dispatching Hunters — the one enemy that steers toward you continuously. Grazing a bolt closely (without getting hit) eases aggression back down; hugging either edge of the screen is never a safe refuge, since edge strikes fire there too.

Waves also follow your gun. Aggression picks one of four bands of formations, from gentle single-type shapes (band 0) to mixed waves with no single answer (band 3), but a weak gun is never sent the hardest ones. Gun tier 0 sees band 1 at most, tiers 1 to 3 see band 2 at most, and only a tier 4 gun is sent band 3. Waves that arrive as two formations at once, at the very top of the gauge, also wait for tier 4; no gun is ever sent three at once unless you turn on Extra Third Wave. That option sits under DIFFICULTY & CHALLENGE beside the AI aggression scale, unlocks with it, and is off by default. It only matters at AI aggression 10, the one level that calls for a third formation, and then only for a tier 4 gun. Measured against a ship that lines up every shot, this keeps a wave's clear time at about 60 to 75% of the gap before the next wave. Losing a gun tier to a death eases the waves off, and rebuilding the gun brings them back.

02

02 Your Ship — KITE‑9

Three lives. No shield, no armor — one hit ends a life, with brief invulnerability just after respawn.

Main gun — auto-fires, levels up as tiers 0–4

TierBarrelsDamage per shot
T01Base damage
T12Same damage per shot
T22+35%
T33+35%
T44 (outer pair angled)+55%

Hit points are whole numbers, so the extra damage is paid out over time: a +35% shot does 1 on most hits and 2 every few, and over any run of hits it averages exactly 1.35 (1.55 at T4). The fraction is kept on the enemy between hits, so foes with three or more hit points die proportionally faster at the higher tiers.

Power pickupsRaise gun tier by one, to a max of 4.
DeathDrops gun tier by 1 and chip level by 1 — a loss never resets you to zero.

Extra lives come from three places: reaching the sector's maximum score (right-edge NEXT SHIP column) banks one bonus ship per sector (370,000 points in sector 1, 765,000 in sectors 2–12, 850,000 in the final sector), and holding fire — safety on, no main-gun shots; the Special is locked while it is on — earns another, over and over. The wait is 15 to 45 seconds and follows how long your last three lives lasted: an average life of 40 seconds or less pays out in 15, 60 seconds in 20, 100 seconds in 35, and 160 seconds or more (or no deaths yet) takes the full 45. Seconds held add up across stretches, and firing a shot pauses the count without erasing it. A green ring around the Safety button shows the progress. Extend pickups, maxed-chip overflow and Battle Salvage drops still grant lives as before.

The first three ships a sector hands out for holding fire cost nothing. From the fourth on, the sector's guardian notices: the screen freezes on a taunt that shows it knows you are there but not where, a 3-2-1 follows, and each of those ships sends one Stalker and one to five Mites to find you. The count starts again every sector.

Reference

Stat Glossary

Terms used throughout every chip's numbers below.

Damage
How much HP a single hit removes.
Cadence
Seconds between shots — lower is faster.
Range
How far up the screen a shot reaches before it expires.
Reach
How far an effect can jump to its next target (Chain Arc's hops).
Pierce
How many enemies one shot punches through before stopping. 0 stops at the first hit (Vulcan Fan); unlimited never stops (Lance).
Splash
Blast radius on impact — damages everyone caught inside.
Radius
An area effect's footprint size.
Charge
The fuel chips spend to activate — fills from kills and pickups.
Active / Lasts
How long a timed effect or burst runs once triggered.
03

03 Special Chips

Collect your held chip again to level it up, to a max of 4 — a different chip swaps in one level lower than the one you drop. The outer ring on the chip button shows charge, 0–100, filled by kills and by pickups.

Trigger chipsOne press spends charge once and locks in an auto-fire burst — 5s at L1, up to 20s at L4. Holding or releasing the button changes nothing mid-burst. Afterward it rests 1.5× as long before it can fire again.
Timed chipsOne press spends a lump sum of charge for one active effect that runs for a fixed duration.

On the inner ring: gold counts down a burst or active effect; a dimmed sweep counts down a trigger chip's rest period.

1
Vulcan FanTrigger · wide swarm clear
▸

A widening fan of pellets, straight up your own lane.

WinsDense, weak swarms that fill the screen edge to edge.
LosesA single armoured target — most of the fan misses it.

Press once: spends 4 charge, locks in an auto-fire burst. More pellets and more damage each, the higher the level. Every pellet stops at its first hit — no pierce, no splash.

L13 pellets · base damage · 0.20s cadence
L25 pellets · +20% damage · 0.18s cadence
L37 pellets · +40% damage · 0.15s cadence
L49 pellets · +60% damage · 0.13s cadence
2
LanceTrigger · single-target burn
▸

A piercing beam that stops for nothing in its path.

WinsArmoured targets and bosses sitting dead ahead.
LosesAnything off-axis — it only ever fires straight up.

Press once: spends 9 charge, locks in an auto-fire burst. Passes through every enemy in its path, never stopping. Hits harder and fires faster the more you level it.

L13.2 damage · fires every 0.34s
L24.6 damage · fires every 0.29s
L36.1 damage · fires every 0.25s
L47.5 damage · fires every 0.20s
3
Tri-StarTrigger · front + twin rear-flank
▸

One shot forward, two more guarding your rear flanks.

WinsA pincer — something ahead and something flanking behind.
LosesDumping everything into one target dead ahead.

Press once: spends 8 charge, locks in an auto-fire burst. Every shot deals your current main-gun damage, not its own — leveling buys range and fire rate, never more damage. Rear shots fire behind each shoulder, angled outward.

L10.9s range · fires every 0.42s
L21.1s range · fires every 0.37s
L31.3s range · fires every 0.31s
L41.5s range · fires every 0.26s
4
Drone WingTimed · autonomous cover
▸

Spins up orbiting drones that fight at your side.

WinsMultitasking — you dodge while the drones keep firing.
LosesA burst of raw damage right now — drones ramp up, not spike.

Press once: spends 14 charge for the whole active window. Spawns one drone per level, evenly spaced around your ship; each auto-fires on its own, every 0.3s, for free. Can't be re-triggered early — wait out the active window.

L11 drone · 1.0 damage · active 7.0s
L22 drones · 1.4 damage · active 9.7s
L33 drones · 1.8 damage · active 12.3s
L44 drones · 2.2 damage · active 15.0s
5
ReflectorTimed · bullet conversion
▸

A field that turns enemy bolts into your own ammo.

WinsDense incoming fire — the more bolts near you, the better.
LosesA melee-range rusher that never fires a bolt to convert.

Press once: spends 12 charge for the whole active window. Any enemy bolt entering the field is destroyed and reborn as a homing shard aimed at the nearest enemy — rewards flying toward danger instead of away from it. Once it drops it rests for as long as it just ran; full charge doesn't skip the wait.

L124 radius · 1.2 shard damage · lasts 3.5s
L231 radius · 1.7 shard damage · lasts 4.8s
L337 radius · 2.1 shard damage · lasts 6.2s
L444 radius · 2.6 shard damage · lasts 7.5s
6
Chain ArcTrigger · chains between targets
▸

A discharge that hops player → foe → foe → foe.

WinsClustered mid-health groups standing near each other.
LosesAn isolated target — nothing nearby for it to jump to.

Press once: spends 10 charge, locks in an auto-fire burst. Each hop seeks the nearest foe it hasn't hit this shot; a hop that finds nothing nearby simply ends the chain. A boss in range adds a bonus hop at about 1.5× the normal reach and 1.4× the damage.

L12 links · 1.6 damage · 52 reach
L23 links · 2.2 damage · 63 reach
L34 links · 2.8 damage · 73 reach
L46 links · 3.4 damage · 84 reach
7
Buster BeamTrigger · splash, twin forward bolts
▸

A charged bolt that detonates in a splash radius.

WinsGround installations and anything lined up dead ahead.
LosesA lone fast flier — a slow bolt rarely catches one.

Press once: spends 8 charge, locks in an auto-fire burst. Every bolt damages all enemies caught in its splash. L3 and up fire a second bolt, mirrored off the nose, at no extra cost.

L11 bolt · 2.2 damage · 40 splash
L21 bolt · 2.8 damage · 53 splash
L32 bolts · 3.4 damage · 67 splash
L42 bolts · 4.0 damage · 80 splash
8
SurgeTimed · overdrive main gun
▸

An overdrive that slows the world and arms your main gun.

WinsA boss you've already worn down — close out the fight fast.
LosesAn empty charge bar — it's the most expensive chip there is.

Press once: spends 90 charge for the whole active window. Everything else slows down — your ship doesn't. The chip fires nothing itself; it multiplies your main gun's own damage for the duration. Once it drops it rests for as long as it just ran; full charge doesn't skip the wait.

L11.5× damage · world at 55% speed · 3.0s
L21.9× damage · world at 48% speed · 4.2s
L32.2× damage · world at 42% speed · 5.3s
L42.6× damage · world at 35% speed · 6.5s

Endgame unlocks — after your first full clear

Two more chips latch on once the game has been beaten once. Both are Ultimate mode: one press, once per sector, no re-triggering no matter how much charge comes back.

9
WardUltimate · once/sector barrier
▸

A kite-shaped ward that circles the ship.

WinsA rush from straight ahead, behind, or either side.
LosesAnything coming in off a 45° corner — the ward doesn't cover those angles at all.

Press once: spends a full charge bar (100). Up / right / down / left, each ±22.5°, are fully immune — bullets are destroyed, contact deals no damage to you. The four diagonal gaps between them get no protection at all. A Blockade's hedgehogs are the one exception: with the ward up you pass through them at any angle, and they take its contact damage.

L155u reach · 1.0 contact damage · 15s
L270u reach · 1.7 contact damage · 30s
L385u reach · 2.3 contact damage · 45s
L4100u reach · 3.0 contact damage · 60s
10
Hawking Mass Effect CannonUltimate · kill-charged gravity weapon
▸

A captured singularity weapon — what took the 3rd Fleet without a trace.

WinsA sector you've already gutted — the more you've killed, the harder it hits.
LosesA sector you're behind on — it may never charge at all.

Charges on kills: reach 55% of the sector's kills and it latches ready. Press once ready: drops a well on the thickest enemy cluster on screen, pulls everything nearby in, and ticks tidal damage — steeper near the core — before collapsing into one burst, bigger the more it consumed. Bosses aren't pulled in but still take ticks and a cut of the burst.

L190u radius · 2.0 base damage · 1.2s pull
L2110u radius · 2.8 base damage · 1.5s pull
L3130u radius · 3.7 base damage · 1.7s pull
L4150u radius · 4.5 base damage · 2.0s pull
04

04 Enemy Types

Twenty Threats: nine core units designed to keep you focused and eleven designed to take you out. AI Aggression adjustments based on how you are playing keep the pressure on! Tap any card to watch it move.

05

05 Guardian Roster

One boss per sector, twelve in total. Every Guardian has a baseline mechanic that's always on, and a showcase chip it's specifically built to counter — hold that chip against it and the fight escalates further.

Ghost Bonus. Sector guardians (sectors 1 to 12, not the final boss) pay up to three ships to a pilot who keeps the guardian in phase 1 and dodges it with the cloak on. The timer only runs while the guardian is fully on screen, still above 66% health, and you are cloaked: 30 seconds of that earns one ship, three at most. Firing pauses the timer without losing it. The moment the guardian reaches phase 2, any ships you have not yet earned are lost for that fight. While it is available the green ring on the Safety button counts the 30 seconds and a GHOST BONUS readout under the guardian's health bar shows how many you have, and normal hold-fire ships and their taunts are switched off for the fight.

Warden
SECTOR 1

Warden

No escorts — commits fully to aimed fire.

Counters: Tri-Star. Tri-Star held: focuses into a fast burst.

Shroud
SECTOR 2

Shroud

A drifting fog drains charge on contact.

Counters: Surge. Charge banked high: the fog hunts you.

Bulwark
SECTOR 3

Bulwark

A rotating weak seam — elsewhere deals 35%.

Counters: Vulcan Fan. Vulcan Fan held: the seam narrows further.

Ionclast
SECTOR 4

Ionclast

No escorts — shoulders waves away from it.

Counters: Chain Arc. Chain Arc held: push radius grows wider.

Shrapnel
SECTOR 5

Shrapnel

A jitter throws off a straight-line shot.

Counters: Lance. Lance held: the jitter gets faster, wider.

Glassfang
SECTOR 6

Glassfang

Telegraphs, then lunges to melee range.

Counters: Reflector. Reflector up: it lunges much more often.

Mirage
SECTOR 7

Mirage

Shielded most of the fight, brief openings.

Counters: Drone Wing. Drone Wing up: the opening shrinks.

Flicker
SECTOR 8

Flicker

Blinks around — slow splash hits empty air.

Counters: Buster Beam. Buster Beam in flight: it blinks faster.

Lodestone
SECTOR 9

Lodestone

Bulwark's armor seam, plus a magnetic pull.

Counters: Vulcan Fan + Lance. Bends in-flight Lance shots off-line.

Corona
SECTOR 10

Corona

Flicker's blink, plus a radial nova burst.

Counters: Buster Beam + Reflector. Reflector up: the nova comes out denser.

Singularity
SECTOR 11

Singularity

Warden's focus fire, plus a gravitic pulse.

Counters: Tri-Star + Drone Wing. Drone Wing up: the pulse bleeds charge.

Meltdown
SECTOR 12

Meltdown

Shielded like Mirage, taxes Vulcan Fan too.

Counters: Vulcan Fan + Drone Wing. Drone Wing up: the opening shrinks too.

06

06 Pilot Rank

Awarded once, on the victory screen, after all thirteen sectors fall. Blends three pillars, equally weighted:

Score
This run's final score — 3,000,000 is a full 100% on this pillar.
Medals
Career medal count, out of all 60 — lifetime, not just this run.
Sector Performance
Each sector's score vs. its own top bonus-life payout, averaged over all 13.
TierRank
0Signal Pilot
1Seasoned Pilot
2Veteran Pilot
3Ace Pilot
4Legend Pilot
5Mythic Pilot

The top two tiers also need your weakest pillar to clear its own floor — one strong pillar can't carry two weak ones alone. Check your medal count any time from Bragging Rights → View Medals.

07

07 Medals

Medals are a career record, not a run record: once a badge is earned it stays lit on this install for good. Open the MEDALS screen from the pause menu (double-tap the progress bar) or from Bragging Rights → View Medals. Tap any badge for its citation; use the PAGE button at the bottom left to step through the three pages.

Sixty badges make up the case, and every one of them counts toward Full Case and the Medals pillar of Pilot Rank. Your medals also travel inside every Bragging Rights code you share.

13 × 4per-sector badges: Clear, Clean, Max Score, Max Ships Earned
2lifetime singles: Gun Maxed, Chip Maxed
6decorations with their own record: Deathless, Fully Forged, Triple Lock, Clean Kill, Perfect 10, Guns Only
60in the case. The other six decorations are awarded on top and are not counted again.

PAGE 1 · DECORATIONS

Twelve decorations in order of precedence, NS-01 (most senior) to NS-12. Some summarise the badges on page 2 — Perfect Score is all thirteen Sector Max Score badges — and some are earned in a single moment of play.

Full Case

Full Case

NULL-WHITE · NS-01 OF 12

Awarded when every badge in the case is lit: sixty of sixty, every sector and every other decoration in this order, Perfect 10 and Guns Only included.

It cannot be taken in a single run, and nothing else in this order asks for as much.

Perfect Score

Perfect Score

GOLD · NS-02 OF 12

Awarded when all thirteen sectors stand at their top score tier.

The sectors need not be taken in one run, but each must be carried to tier three on its own terms — a partial sector counts for nothing here.

Deathless

Deathless

GOLD · NS-03 OF 12

Awarded for carrying one run from the first sector to the thirteenth without losing a ship.

There is no partial credit and no second chance inside a run: deathless from the first sector to the last, or it is nothing.

One Credit

One Credit

SILVER · NS-04 OF 12

Awarded for carrying a run through the entire game, sector one to sector thirteen.

NULL SECTOR has no continues, so a run is a single credit by definition — this decoration says the credit was spent all the way to the end.

Max Extra Ships

Max Extra Ships

SILVER · NS-05 OF 12

Awarded when all thirteen sectors have banked the top bonus-life payout.

It rewards the player who clears well rather than the player who clears fast — the one decoration a cautious run earns faster than a brilliant one.

Fully Forged

Fully Forged

BRONZE · NS-06 OF 12

Awarded when the main gun and a support chip both stand at their final tier.

The case tracks the two as separate lifetime singles; this decoration is issued only when both are held at once.

Triple Lock

Triple Lock

BRONZE · NS-07 OF 12

Awarded for taking all three of a sector's badges — score, clean and ships — in a single pass through it.

Any of the thirteen will do, but the three must come together; a sector finished across two runs does not count.

Clean Kill

Clean Kill

BRONZE · NS-08 OF 12

Awarded for destroying a sector boss without taking a single hit.

The approach doesn't count against it — the record opens when the boss does, and closes when it is gone.

Deep Sector

Deep Sector

VOID-IRON · NS-09 OF 12

Awarded on first reaching the deepest sector, cleared or not.

It marks distance travelled rather than outcome, and is the only decoration in this order that survives a failed run.

First Sector

First Sector

VOID-IRON · NS-10 OF 12

Awarded on clearing the first sector.

It's the first thing the case ever records, the last decoration in order of precedence, and the only one every player holds.

Perfect 10

Perfect 10

AMETHYST · NS-11 OF 12

Awarded for pushing the machine intelligence's own aggression reading to its maximum, tier ten, at least once in a run.

Really ticking off the machine intelligence and living long enough to give it a one-finger salute.

Guns Only

Guns Only

BRONZE · NS-12 OF 12

Awarded for clearing a sector without the special weapon firing even once.

Holding a chip in reserve does not cost it — only the trigger does. The main gun alone is enough, or it is not earned.

PAGE 2 · LIFETIME AWARDS & SECTOR BADGES

The badges the decorations are built from. The four per-sector rows each hold thirteen badges, one per sector, lit the first time that sector meets the condition.

Sector Clear

Sector Clear

STEEL · PER-SECTOR · 13 TOTAL

Awarded the first time each sector is cleared — one badge per sector, thirteen in total.

Separate from the case above: no score tier, no deathless streak, no condition beyond reaching that sector's Guardian and bringing it down.

Sector Clean

Sector Clean

GOLD · PER-SECTOR · 13 TOTAL

Awarded when a sector is cleared without losing a single ship — one badge per sector, thirteen in total.

The same record the case above already keeps per sector, surfaced here on its own. Not the same as Deathless, which still asks for all thirteen back to back in one run.

Gun Maxed

Gun Maxed

BRONZE · LIFETIME AWARD

Awarded the first time the main gun reaches its final tier, four barrels, in any run.

Kept for life once earned. Fully Forged is the stricter decoration: the gun and a chip at their limit at the same time.

Chip Maxed

Chip Maxed

GOLD · LIFETIME AWARD

Awarded the first time a support chip reaches level four, its final level, in any run.

Any chip counts, and it is kept for life. Fully Forged still asks for the main gun at its final tier at the same time.

Sector Max Score

Sector Max Score

SILVER · PER-SECTOR · 13 TOTAL

Awarded when a sector is cleared after its score has reached the top tier — one badge per sector, thirteen in total.

The target is set separately for sector one, sectors two to twelve and the finale. All thirteen together earn Perfect Score.

Sector Max Ships Earned

Sector Max Ships Earned

SILVER · PER-SECTOR · 13 TOTAL

Awarded when a sector is cleared having banked the top bonus-ship payout — one badge per sector, thirteen in total.

Reach all three score tiers of the Next Ship gauge in one sector. All thirteen together earn Max Extra Ships.

PAGE 3 · RIBBONS

The third page holds your Ribbons, the running totals kept beside the medals. They have a section of their own: Ribbons.

08

08 Ribbons

Medals are awarded once. Ribbons are the other half of the record: running totals that count what you do, over and over, for as long as the game is installed. Every ribbon carries up to six stars, and each star it earns is a rung on a ladder of counts. There are 31 ribbons: one for every enemy type you can destroy, one for every special weapon you can fire, and Armory.

Find them on the third page of the MEDALS screen. Tap a ribbon for its card: how many you have, where the next star is, and the whole ladder. Counts never reset, are kept on the device with your medals, and do not count towards Full Case or Pilot Rank.

The ribbons page of the Medals screen: a grid of kill ribbons and weapon ribbons with stars in different metals
The ribbons page, with a sample record. Dim ribbons are unearned: the count under them is how far you are from the first star.

READING A RIBBON

The number of stars is how many rungs of its ladder you have climbed, and the metal of the stars and the border is the highest rung you have reached. Six stars means the ladder is done.

StarsMetal
1 starBronze
2 starsSilver
3 starsGold
4 starsVoid iron
5 starsAmethyst
6 starsNull white

Kill ribbons have solid coloured ends; weapon ribbons have barred ends, so the two families can be told apart at a glance. Each ribbon is coloured for what it counts: the Scout is orange, the Mite hot pink, the Echo teal, and so on.

KILL RIBBONS

One for each of the twenty enemy types. A ribbon counts the enemies of that type you have destroyed, over every run, and all twenty share one ladder.

RibbonWhat it countsStars at
Kill ribbons (one per enemy type, 20)Enemies of that type destroyed100 / 500 / 1,000 / 10,000 / 50,000 / 100,000

The top stars on the rarer enemies are long hauls on purpose. A Hunter, for example, turns up about a hundred times in a full run, so its last star is a matter of years, not weeks.

WEAPON RIBBONS

One for each of the ten special weapons, plus Armory. A weapon ribbon counts how many times you have used that chip, and the ladder depends on how the chip works.

RibbonWhat it countsStars at
Vulcan Fan, Lance, Tri-Star, Chain Arc, Buster BeamTimes fired100 / 500 / 1,000 / 5,000 / 10,000 / 25,000
Drone Wing, Reflector, SurgeTimes activated25 / 100 / 250 / 500 / 1,000 / 2,500
Ward, Hawking (a ribbon each)Times used; each can fire once per sector, so 13 a run at most1 / 5 / 13 / 50 / 100 / 250
ArmoryEach of the eight starting special weapons used at least once (Ward and Hawking are not needed)one star

A shot refused because the safety is on is not a use. Ward and Hawking unlock when you first beat the game, and their ribbons stay dim until you have used them.

09

09 Bragging Rights League

Bragging Rights codes were made for texting a friend. The Bragging Rights League puts them on one board: post your code, fly for a team and take on a league, all while the game itself stays offline.

1 · Copy your code

In the game, open Bragging Rights and tap your score's code to copy it.

2 · Post it

Paste it on the league page. The code is verified, and your first post gives you a private pilot PIN that keeps your scores together.

3 · Team up

Teams hold up to six pilots and score the sum of their top three. Captains can enter public leagues, or private ones with an invite code.

Current season · top pilots
  1. Standings appear here when the league is reachable.

Open the league →

No account and no email: a code holds only your initials, score, sector, time, enemy types faced and medal count. See the privacy policy.

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