Guides
Tips, tricks, and the things the games do not tell you
10 guides across 8 games. Several of these document deliberate secrets — mechanics the design notes describe as invisible unless a player finds them. Now they are written down.
Fly the edge, not the middle
An enemy only shoots at you if you are near its lane. The centre of the grid puts you in range of everything at once; the edge puts you in range of a corner.
Read it →Some encounters cannot be cleared. Route around them.
You close on enemies at only about 55% of your travel speed, which gives each one a fixed window inside weapon range. If your fleet cannot kill the grid inside that window, fighting it is a mistake by design.
Read it →Slide to the outside and a two-gate row takes 99, not 46
Sitting on a gate caps the squad it can swallow at 46. Hugging the outside edge more than doubles that. It is the single largest skill gap in the game and nothing on screen mentions it.
Read it →How many troops each sector boss actually needs
There is a hard floor per sector. Arrive under it and the fight is unwinnable no matter how well you play it, so the run is decided before the boss appears.
Read it →In development
Data Central
A character sheet, a gym, and a world that fights back while you are away.
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