
In development
The Vey hive fleet has crossed the Kepler line, every carrier is hours away, and you fly the only fighter close enough to stop it. Forward pressure never stops.
Vanguard-1, cleared hot
One fighter ahead of the fleet.
Humanity’s outer colonies are falling to the Vey, an insectoid hive fleet of spined fighters, brood carriers and dreadnoughts that moves as one mind. Commander Hale is on the comms, your ship’s intelligence LARK reads the battlefield beside you, and nothing else can reach the front in time.
Break the picket at the Kepler line, cover Tessaly colony’s evacuation, cross a graveyard of hulls from the first war, and carry the fight to the Bastion: humanity’s own flagship fortress, lost forty years ago and rebuilt as the heart of the hive.

6
sectors in two acts, plus a bonus stage
6
capital-ship bosses
8
Vey ship classes
6
permanent hangar upgrades
Forward pressure never stops
The battlefield scrolls whether you are ready or not. You weave, you aim, you survive, but you never get to slow the push down.
Two power curves
Tech Pods are what you become for one sector: spread shot, a twin-linked cannon, wingman drones. The hangar is what you are: permanent upgrades a lost hull can never take away.
The roll is a resource
The Evasive Roll makes you untouchable for a moment, but its charges are limited and slow to refill. Mastery is knowing when to spend one, not spamming it.
How to play
Weave, aim, and keep pushing.
- 01Fly up the battle corridor. It scrolls on its own: weave left, right, forward and back.
- 02Fire in bursts. The cannon overheats if you hold the trigger, and every miss lowers the accuracy bonus a cleared sector pays.
- 03Spend Evasive Rolls, Overcharge and Vent when the screen fills with fire.
- 04Kill the gold Elite Aces for Tech Pods, break whole formations for bonuses, and strip capital ships of their turrets.
- 05Destroy each boss's hardpoints to expose its core, then survive the core long enough to break it.
- 06Take your credits to the hangar, upgrade, and push on to the next sector.
Eight ship classes
Know the swarm

Interceptor
Formation filler
Holds its place in the formation and fires as it comes in.

Striker
Diver
Breaks formation and dives at your lane. Keep moving.

Gunboat
Harasser
Heavy armour, heavy fans of fire. It parks in front of you and barrages.

Shield Fighter
Escort
Its deflector faces you. Get off to the side and it can't cover you.

Mine Layer
Area denial
Seeds the corridor with mines that drift with the scroll.

Lancer
Sniper
Stops, glows, then fires a fast burst. Move when it flashes.

Wasp
Late-war interceptor
Faster, with twin forward guns. Don't sit underneath one.

Elite Ace
Worth hunting
Gold and aggressive, and it always drops a Tech Pod.
Six capital ships
What waits at the end of each sector

Sector 1 · Kepler Approach
Vey Frigate "Thorn"
The frigate leading the Vey picket line.

Sector 2 · Ashfall Belt
Brood Carrier "Maw"
Launches fighters for as long as its hardpoints stand.

Sector 3 · Tessaly Orbital Line
Veil Dreadnought
Holds high orbit over a colony under siege.

Sector 4 · Graveyard Drift
Lacewing Battlecruiser
Patrols a field of hulls from the first war. Six hardpoints.

Sector 5 · Corona Gate
The Matriarch
The mind that drives the swarm, in the glare of a dying star.

Sector 6 · The hive fortress
The Bastion
Humanity's lost flagship fortress, rebuilt as the heart of the hive.
Features
Everything on the front line
- A six-sector campaign in two acts, told through in-cockpit comms, ending at the Bastion
- Real 3D fighters and capital ships under a chase camera that looks down the battle line
- Formation waves that read as shapes: break a whole formation for a bonus
- Capital ships with destructible hardpoints, and multi-phase bosses whose cores fight back in spirals, rings and sweeping streams
- Tech Pods in three rarities: spread shot, twin-link, escort drones, overdrive, field repair and roll cells
- Six permanent hangar upgrades: pulse cannon, hull plating, a regenerating deflector, evasive thrusters, an escort drone bay and heat sinks
- An accuracy bonus on every cleared sector, so every shot counts
- The Salvage Run: a sixty-second bonus stage between the acts, paid straight into the hangar
- Every sector fought over its own world: ice planets, molten worlds, gas giants and suns
- Best score and hardpoint records per sector, with the whole campaign open for score runs
- Keyboard or any modern gamepad, and a built-in Field Manual for every enemy, weapon and system
Screenshots
From the front

