OBJECTIVE
Enemy missiles are falling from the sky. You control a ground launcher — move it, aim it, charge it, and fire interceptors to destroy missiles before they hit the ground.
You start each level with
100 Health. Every missile that reaches the ground costs
−10 HP. Hit zero and it's game over. Intercept everything you can.
Missiles cannot be intercepted below 20 m altitude — don't wait too long to shoot.
CONTROLS — KEYBOARD
← →Move launcher left / right
↑ ↓Aim angle (30° min · 70° max)
SpaceHold to charge power, release to fire
ZFlip launcher direction (left ↔ right)
P / EscPause / resume
MMute / unmute
Charging: tap Space for a short, precise shot. Hold longer for a powerful long-range shot. Power ranges from 20 (min) to 60 (max). The HUD shows your current power level at all times.
CONTROLS — TOUCH
The control strip at the bottom of the screen has 6 buttons. Hold most buttons — they repeat while held.
◄Hold — move launcher left
►Hold — move launcher right
▲Hold — aim upward (shallower)
▼Hold — aim downward (steeper)
●Hold to charge, release to fire
⇄Tap — flip launcher direction
Firing on mobile: Press and hold ● — you'll see the power bar rise in the HUD. Release to launch. A quick tap fires a low-power shot. A long hold fires a powerful long-range shot. Power goes from 20 (min) to 60 (max).
Flip button: Your launcher fires in the direction it faces. Tap ⇄ to switch between firing left and firing right. Use this when missiles approach from the opposite side.
FIRING — HOW IT WORKS
Your interceptor launches as a
ballistic projectile — it follows a curved arc under gravity, just like the missiles. There are no guided weapons. You must lead the target and account for the arc.
•
Angle controls the direction (30° = shallow/flat, 70° = steep/high).
•
Power controls how fast and far the shot travels.
•
Facing controls which side you fire toward (flip with
Z or
⇄).
After firing, there is a
1-second cooldown before you can fire again. Use that second wisely.
Beginner tip: Start at 45° angle and medium power. Watch where your shot lands and adjust. Shallow angles reach far horizontally; steep angles hit things directly overhead.
SCORING & COMBOS
Base score per intercept:
10 points, multiplied by everything below.
Combo chain — intercept multiple missiles within 3 seconds of each other. Each hit in the chain adds +0.25× (up to ×10 max). Let 3 seconds pass without a hit and the chain resets.
Skill multipliers (these stack together):
•
Altitude ×1–3: The higher the intercept, the more it scores. Max at 100 m.
•
Clutch ×1.5: Intercept between 20–35 m (last-second save).
•
Shallow angle ×1.5: Firing at 30° scores more than firing at 70°.
•
Long range ×1.2: Target more than 50 m from your launcher.
•
Courier ×1.5: Gold fast missiles are worth more.
Passive: +0.25 points every second you stay alive.
Level clear bonus: 50 × level number when you advance.
Score tip: High + shallow + combo = enormous multiplier. Intercept missiles early (high altitude), at a flat angle, in rapid succession.
MISSILE TYPES
•
Standard — red. Falls straight or with drift. The baseline threat.
•
Courier — gold. Much faster vertical speed. High score value. Prioritize these.
•
Splitter — purple. Splits into 2 missiles at 60 m altitude. Kill it before it splits.
•
MIRV — pink. After 1.5 seconds in flight it splits into 3 spread warheads. Destroy early.
WAVES
Each level cycles through three wave phases:
•
BUILD (14 s) — normal spawn rate, missiles arrive steadily.
•
PEAK (8 s) — faster spawns, heavier pressure. Stay focused.
•
RELEASE (8 s) — slowest spawns, a brief breather.
The pattern repeats. Each completed cycle counts as one wave toward your level advancement.
AEGIS ENERGY SYSTEM (LEVEL 3+)
From Level 3, a
cyan energy bar appears in your HUD. Fill it to 100 to trigger an Aegis EMP — it clears all missiles on screen and restores health.
How to build energy:
• Low-angle intercepts (below 45°) →
+10
• Near-misses (interceptor passes very close to a missile) →
+5
• High-altitude kills above 70 m (Level 5+) →
+5
• Reaching a 3× combo milestone →
+10
• Reaching a 5× combo milestone →
+25
• Courier intercepts →
+35
Aegis EMP effect: Destroys all current missiles + restores
+20 HP. At higher levels the EMP also deploys a temporary shield and can overheal beyond 100 HP (gold health bar).
Save Aegis for PEAK waves when the screen is crowded. One well-timed EMP can save a run that's about to collapse.
LEVEL ADVANCEMENT (CAMPAIGN & DAILY)
To advance to the next level you must meet
all three gates simultaneously:
•
Score gate — earn enough points this level (shown in the progress bar).
•
Intercept gate — destroy a minimum number of missiles.
•
Wave gate — survive a minimum number of full wave cycles.
Once all three are met, a 3-second countdown starts — then the level clears automatically. You keep your score, health, and Aegis energy going into the next level.
Level Select works differently — the level never advances. You play until you die. Your final score is your personal best for that level.
UNLOCKING LEVELS
• Play
Campaign or
Daily — when you advance past a level, it unlocks for Level Select.
• In
Level Select, meet all three gates at least once during your run — when you die, the next level unlocks even though you never advanced.
Level Select then lets you start directly from any unlocked level for pure survival scoring and per-level leaderboards.
GAME MODES AT A GLANCE
Campaign — Start at Level 1, random spawns, advance through all 10 levels. Score ranked on the All-Time global leaderboard.
Daily Challenge — Same missile spawns for every player worldwide today. One ranked attempt per day — resets at midnight UTC+6. Compare scores fairly against anyone who played the same day.
Level Select — Pick any unlocked level. Survive as long as possible. Score tracked on a per-level leaderboard. No advancement — just pure endurance.