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.