PILOT ARCHIVE // SIGNAL LOCKED

XenoVector
FIELD MANUAL // REVISION 01

SURVIVE. DESTROY. EVOLVE.

Ships, weapons, enemies, bosses—everything a pilot needs to evolve.

03PILOT HULLS
05ARMAMENTS
35HOSTILE TYPES
12ECOLOGIES
03APEX FAMILIES
PLAY XENOVECTOR
01ORIENTATION // THE RUN

ENTER. EVOLVE. ENDURE.

XenoVector is an endless top-down bullet hell. The world has no edge: cross domain-warped regions, follow mission signals, destroy boss encounters, and turn their relics into a run-defining combat machine.

01 Interceptor crossing an unbounded ecology map DOMAIN VECTOR // OPEN X +∞ / Y +∞
UNBOUNDED FLIGHT

TRAVERSE

Move through a seeded, unbounded world where twelve ecologies blend across enormous regions.

02 Striker breaking a hostile signal formation SIGNAL LOCK // 03 HOSTILES PRIORITY α
MISSION CONTACT

INTERCEPT

Break formations, complete signal objectives, and choose which threats deserve priority.

03 Aegis integrating relic and weapon upgrades RELIC BUS // SYNCHRONIZING POWER +4.8×
RELIC INTEGRATION

EVOLVE

Claim temporal drops, permanent boss relics, weapon cores, and stronger Apex caches.

04 Interceptor advancing through threat tiers toward a boss THREAT CURVE // UNBOUND CEILING: NONE
ENDLESS PRESSURE

ESCALATE

Reach tier ten, push beyond the normal ceiling, and survive unbounded post-tier pressure.

DESKTOP FLIGHT DECK
WASDMOVEArrow keys also work
MOUSE 1PRIMARYAim and automatic fire
HOLD M2CHARGERelease secondary attack
SPACEBOOSTStartup invulnerability
SHIFTFOCUSPrecision movement
EMISSILESHoming salvo
QBOMBProximity blast
RULTIMATEKill-charged ship system
1–5 / TABSWITCHCycle unlocked weapons
P / ESCPAUSESuspend the run
MOBILE FLIGHT DECK // LANDSCAPE
  • LEFT STICKMove; push to the outer edge to boost.
  • RIGHT STICKAim and fire; release to discharge when charged mode is active.
  • ORBIT BUTTONSPrimary mode, missiles, bomb, weapon rotation, and ultimate.
FOCUS58%

Move at 0.58× speed and compress the collision radius to 4 for precise threading.

BOOST STARTUP0.22s

Brief invulnerability at boost startup, available again after a 0.8-second i-frame cooldown.

HYPERTRAVEL2.2s

Hold boost to enter high-speed travel. Weapons lock while the drive accelerates.

SHIELD DELAY8.4s

A hit interrupts shield recovery; survive the safe interval and recharge resumes continuously.

02PILOT HULLS // CHOOSE YOUR DOCTRINE

THREE SHIPS. THREE ANSWERS.

Every run begins with the same core arsenal, then the selected hull reshapes damage, durability, mobility, shielding, and the ultimate system.

03ARMAMENT SYSTEMS // TIERS 01–10

THE VOID EVOLVES. SO MUST YOU.

Pulse and Scatter are online at launch. Boss cores unlock Photon Laser, Seeker, and Prism by the third normal boss at the latest. Every duplicate core raises that weapon one tier, up to ten.

TIER BAND01–03Initial pattern
TIER BAND04–07Expanded lanes / effects
TIER BAND08–10Maximum pattern density
MAXED CORE+7Universal overcharge damage
04RECOVERY // RELICS // AUXILIARY SYSTEMS

POWER THAT FADES. POWER THAT STAYS.

Ordinary enemies can shed rare temporal boosts. Normal bosses award permanent relics and baseline stat gains. Apex Colossi eject much larger caches.

AUX // E

HOMING MISSILES

Launch 5 guided missiles. Each strikes for 75 direct damage plus a 32-damage blast inside 70 units. Base cooldown: 4.5s.

AUX // Q

PROXIMITY BOMB

Send a 320-damage warhead toward the cursor. It arms after 0.12s, detonates near a target, damages a 250-unit area, and erases hostile bullets. Base cooldown: 7s.

PASSIVE // SHIELD

AEGIS BARRIER

Damage is absorbed before hull. Cores raise capacity and recharge, up to 200 shield and 24 recharge per second.

SYSTEM // R

ULTIMATE CHARGE

Kills feed a 300-point reactor. Normal targets give 7.5; ranked targets 9; bosses 22; Colossi 30. Weapon tiers amplify ultimate damage.

05PROCEDURAL COMMANDERS // BOSS FORGE

RECOGNIZABLE PARTS. UNPREDICTABLE WHOLES.

A normal boss is composed from independent identity, chassis, core, family, movement, palette, projectile, attack, and affix traits. The ecology biases the result without making it deterministic.

HOSTILE COMMAND SIGNALARCHON NULLORIGIN // NEON RIFT
8CHASSIS

Halo, Fortress, Prism, Hive, Blade, Obelisk, Crown, Wheel

4CORES

Eye, Reactor, Singularity, Crystal

5FAMILIES

Artillery, Skirmisher, Controller, Hunter, Bulwark

6MOVEMENTS

Orbit, Artillery, Stalker, Skirmish, Drift, Rift-step

10ATTACKS

Fan, Bloom, Cross, Spiral, Homing, Lance, Waves, Pinwheel, Cage, Scatter

4AFFIXES

Overclocked, Fortified, Volatile, Phasebound

100%PHASE 01Base pattern + signatures
<50%PHASE 02Enraged cadence and speed
<25%PHASE 03Final pattern escalation
OBJECTIVE VARIATIONS

EIGHT + ONE SIGNAL TYPES

All waypoints can demand a hold, kill quota, emitter purge, storm survival, arena clear, elite hunt, platform strike, or gate decode. At weapon tier 7+, advanced strike routes can also generate a dedicated high-tier formation objective.

COORDINATED COMMAND

DUALS & TRIADS

High-tier arsenals can draw two- and three-boss groups. Every commander keeps an independently composed chassis, family, movement system, pattern set, and health bar.

STARFALL PROTOCOL

FOUR WAYPOINTS

From weapon tier 7 onward, multipart missions can lock four sequential command signals. The route avoids repeating the previous family and limits rift-step reuse.

FORMATION ANOMALY

ADAPTIVE HIGH-TIER HULLS

At tier 7+, an ordinary formation slot gains a 1% adaptive-hull chance, rising to 3% by tier 10. Six compact chassis combine procedural cores, palettes, movement families, and objective-specific patterns.

06HOSTILE ARCHIVE // 35 CHASSIS TYPES

READ THE SILHOUETTE. LIVE LONGER.

Enemies enter through seeded ring, V, line, pincer, and spiral formations. Deeper progression adds specialist, ecology-tier, and adaptive high-tier chassis, then overlays increasingly dangerous combat ranks.

COMBAT VARIATIONS

RANKED CONTACTS

Any compatible chassis can be promoted. Rank multiplies hull, damage, speed, firing cadence, projectile speed, and score. Stronger ranks phase in as progression rises.

FORMATION LANGUAGE

RING · V · LINE · PINCER · SPIRAL

Formation centers materialize 560 units from the player plus up to 260 additional units as difficulty rises. Later director levels deploy more ships per formation and maintain larger hostile populations.

07APEX COLOSSI // MULTIPART ENCOUNTERS

DISMANTLE THE IMPOSSIBLE. THEN KILL ITS HEART.

After every six to nine medium-boss encounters, an Apex waypoint takes over the arena, clears ordinary contacts, and suspends regular spawning. Families cycle Fortress → Serpent → Lattice.

APEX CACHEAPEX RELICS
COMMAND CACHENORMAL RELICS

Each victory also advances the family cycle and schedules the next Colossus six to nine medium bosses later.

08THREAT DIRECTOR // DIFFICULTY & SCORE

THE HORIZON MEASURES YOU.

Difficulty is not a single timer. The director combines time, kills, completed missions, Colossus victories, weapon tiers, combat power, and horizon depth. Once all five weapons reach tier ten, pressure becomes unbounded.

WEAPON-TIER DURABILITY CURVE
ENEMY HEALTH COMBAT PRESSURE
BASE PROGRESSION1 + TIME + KILLS + MISSIONS + APEX + LATE TIER

Capped at 26 before post-tier-ten pressure. Time contributes up to 5; kills up to 3; missions up to 12; Colossi up to 3.

HORIZON DEPTHAVG TIER + TIER-10 SYSTEMS

Activates when at least two weapons are unlocked and the arsenal average pushes beyond tier 7. It tops out at depth 4.

POST-TIER PRESSUREALL FIVE WEAPONS = TIER 10

Elapsed time, kills, score, and missions feed an uncapped late-run curve. Enemy and boss durability continue growing.

HOSTILE CAP48

The concurrent ordinary-enemy ceiling at extreme director levels.

TIER 05 HEALTH1.25×

Weapon-tier health scaling begins once the highest armament reaches tier five.

TIER 10 HEALTH2.00×

The bounded weapon-tier component before post-tier pressure is applied.

RANK CHANCE82%

Maximum chance that a compatible ordinary contact receives a combat rank.

SCORE PROTOCOL

COMBO WINDOW // 2.5 SECONDS

Each kill advances the combo and resets its timer. The score multiplier is 1 + combo × 0.65, capped at 12×. Ranked contacts multiply base score; support bosses pay 55%.

COLOSSUS PART3,500×COLOSSUS CORE125,000×
09THE LIVING WORLD // 12 ECOLOGIES

NO WALLS. NO SAFE SECTOR.

Seeded regions span roughly 7,200 world units, bend through domain warping, and blend across 650-unit borders. Ecology changes terrain language, hostile weighting, and the traits favored by procedural bosses—not raw damage or health.

PROCEDURAL NAVIGATION FEEDNEON RIFTTHREE-REGION SOFT BLEND