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).