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Combat Guide

Energy is everything

One bar rules the game: energy. It is your hit points, your ammo, and your stamina at once, exactly like Subspace.

  • Firing costs energy per shot.
  • Taking hits drains it.
  • Wall impacts above a safe speed drain it.
  • It recharges constantly — faster in safe zones (3×).
  • Hit zero and you're dust.

The core rhythm of Subspace combat: spend energy to deal damage, disengage to recharge, re-engage on your terms. The player with energy discipline wins.

Weapons

  • Bullets (Ctrl) — your bread and butter. Upgradeable levels; some hulls fire double-barrel or multifire spreads (Del toggles multifire).
  • Bombs (Tab) — slow, heavy, splash damage, level-scaled proximity detonation. Some hulls fire EMP bombs that drain energy and stall engines. Bombs can bounce off walls (per hull).
  • Mines (Shift+Tab) — bombs that wait.
  • Shrapnel — bombs burst into radial shrapnel on detonation (per hull).

Consumables (finite — buy more at the shop)

Select with [ / ], use with Shift+Ctrl. Bricks have their own key (F4).

Item What it does
Repel Shoves everything nearby away — projectiles included. The classic panic button.
Burst Ring of bouncing bullets around your ship. Corridor clearer.
Thor A bomb that goes through walls.
Decoy Fake you, inherits your momentum. Confuses pursuers.
Brick (F4) Temporary wall segment. Blocks ships and shots.
Rocket Straps a booster to your ship briefly.

Abilities (toggle, per-hull energy drain)

  • Stealth (Home) — hides you from radar.
  • Cloak (Shift+Home) — hides you from sight.
  • XRadar (End) — see the hidden.
  • AntiWarp (Shift+End) — nobody warps near you.

Taking damage disrupts abilities briefly. Everything drains energy while on.

Greens (prizes)

Destroyed enemies have a ~40% chance to drop a green prize box — the full Subspace prize table, 28 types: full charges, thrust/speed/rotation/recharge upgrades, and stacks of consumables (bricks and supers roll most often).