The enemies

What is coming for Aurora – and how to stop it. Health and speed grow with every wave.

Health: +12 % per wave (compounding). Speed: +2 % per wave, at most ×1.8. Values below are for wave 1.

Asteroids

from wave 1

Rocks from the broken belt – slow, but many.

Health
30
Speed
38
Shield damage
10
Energy
5
Points
10

Counter: Lasers and rockets on the inner orbits are enough early on.

Alien ships

from wave 3

The fleet’s fighters zigzag their way towards the shield.

Health
22
Speed
62
Shield damage
8
Energy
7
Points
15

Counter: Lasers hit reliably, frost slows their weaving.

Splitter asteroid

from wave 6

Unstable rocks, laced with glowing cracks.

Health
45
Speed
34
Shield damage
12
Energy
6
Points
15

Breaks into 3 fragments · Fragment: 10 health, speed 55, 5 points.

Counter: Shoot them early on the outer orbit so the fragments stay far out.

Drone swarm

from wave 8

Small drones that only attack in packs.

Health
7
Speed
85
Shield damage
3
Energy
2
Points
5

4 drones per swarm

Counter: Rockets (splash damage) and frost fields.

Armoured cruiser

from wave 11

Heavily armoured cruisers, built to swallow laser fire.

Health
110
Speed
26
Shield damage
15
Energy
18
Points
45

Armour 4 per hit

Counter: Railgun and frost – lasers barely scratch them.

Boss

every 5 waves

The fleet’s mothership – it appears every five waves.

Health
400
Speed
20
Shield damage
30
Energy
60
Points
250

Counter: Focus railguns and upgraded rockets, frost buys time.

Special waves and supply capsules

Some waves come with a special rule. It is announced at the start and shown in the wave line.

Meteor shower
Only asteroids, but many more of them.
Solar storm
Towers fire slower, kills give more energy.
Nebula
Shorter range, a little more energy.
Golden wave
Kills give much more energy.

Supply capsule

Supply capsule: crosses the playfield. Shoot it down for bonus energy. It never harms the planet.