PILOT ARCHIVE // SIGNAL LOCKED

XenoVector
FIELD MANUAL // REVISION 01

XenoVector Wiki and Field Manual: SURVIVE. ADAPT. EVOLVE.

03PILOT HULLS
05ARMAMENTS
35HOSTILE TYPES
12ECOLOGIES
06APEX FAMILIES
PLAY XENOVECTOR
01ORIENTATION // THE RUN

FIGHT. 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.

COMBAT RECORD // FULL RUN

GAMEPLAY & PROGRESSION

Watch a high-scoring run evolve from first contact through weapon upgrades, mission encounters, bosses, and late-run pressure.

WATCH ON YOUTUBE
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.

05APEX COLOSSI // MULTIPART ENCOUNTERS

DISMANTLE THE IMPOSSIBLE. THEN KILL ITS HEART.

After every six to nine medium-boss encounters, an Apex Colossus enters normal gameplay directly from offscreen, supersedes any dormant waypoint, and suspends new regular spawns. The gallery tracks the six-family cycle Fortress → Serpent → Lattice → Mothership → Black Hole → Prismatic Crystal; select a family to inspect its topology, heart protection, and counterplay.

APEX CACHEAPEX RELICS
COMMAND CACHENORMAL RELICS

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

06PROCEDURAL 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

8AFFIXES

Overclocked, Fortified, Volatile, Phasebound, Vampiric, Adaptive, Unstable Core, Finisher

STAT AFFIX

OVERCLOCKED

Trades 6% maximum health for 6% more contact damage, 4% more projectile damage, 12% shorter attack intervals, 8% faster movement and projectiles, and 4% denser patterns.

STAT AFFIX

FORTIFIED

Adds 18% maximum health, 2% more projectile damage, and 6% pattern density, but deals 2% less contact damage, reduces movement and projectile speeds by 6%, and uses 8% longer attack intervals.

STAT AFFIX

VOLATILE

Trades 8% maximum health for 12% more contact damage, 10% more projectile damage, 4% shorter attack intervals, 2% faster movement and projectiles, and 8% denser patterns.

STAT AFFIX

PHASEBOUND

Adds 2% maximum health, contact damage, and pattern density, plus 3% more projectile damage, 6% shorter attack intervals, and 4% faster movement and projectiles.

BEHAVIORAL AFFIX

VAMPIRIC

Trades 8% maximum health and 4% pattern density for 6% more contact damage, 2% more projectile damage, 4% shorter attack intervals, and 4% faster movement, but projectiles travel 2% slower.

A successful hit on shield or hull restores 1.25% boss health. Recovery has a 2-second cooldown and cannot exceed 10% of maximum boss health during the encounter.

BEHAVIORAL AFFIX

ADAPTIVE

Trades 6% maximum health and 4% contact damage for 4% shorter attack intervals, 4% faster movement and projectiles, and 2% denser patterns, but deals 2% less projectile damage.

Continuous hits from the same primary weapon begin building resistance after 10 seconds, reaching a maximum of 18% after 15 seconds. Switching primary weapons immediately removes the accumulated resistance.

RISK / REWARD AFFIX

UNSTABLE CORE

Adds 4% maximum health, 8% contact damage, 6% projectile damage, 4% faster movement and projectiles, 2% pattern density, and uses 10% shorter attack intervals, but receives 10% additional damage from every source.

BEHAVIORAL AFFIX

FINISHER

Adds 5% maximum health, 4% movement speed, and 2% pattern density, but deals 6% less contact damage and 4% less projectile damage while the player has an active shield, and uses 4% longer attack intervals.

After the player’s shield is depleted, the boss deals 6% additional damage to hull. The bonus ends immediately if the shield begins recharging.

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 first three are medium-boss starship fights that fill the remaining normal cadence slots, and the fourth is the full five-system Mothership Apex. The mission Mothership consumes and resets the scheduled Apex slot, avoiding back-to-back roaming Apex encounters; 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.

07HOSTILE 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.

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, with a smooth score ramp from 400M to 500M.

WEAPON LEVEL → HORIZON DEPTH
ARSENAL DEPTH 0–4ACTIVE WEAPON AVG + T10 COUNT POST-TIER DEPTH >4–10ALL FIVE WEAPONS T10 + PRESSURE
NORMAL-ENEMY HEALTH FACTOR NORMAL-ENEMY DAMAGE FACTOR
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.

ARSENAL DEPTH 0–4MAX(0, (ACTIVE AVG − 7) ÷ 1.5) + T10 BONUSES

Fewer than two active weapons stay at D0. One T10 adds 0.5 once active average reaches 7.5; each additional T10 adds 0.65. The result is capped at D4, which can be reached before all five weapons are maxed.

POST-TIER DEPTH >4ALL FIVE WEAPONS T10 → PRESSURE

Only after Pulse, Scatter, Laser, Seeker, and Prism all reach T10 can pressure move depth above D4. D5 begins near pressure 0.52; D10 is an asymptotic limit, not a normal finite checkpoint.

DEPTH EXPLORER // 0–10

READ THE HORIZON

Depth is continuous, so these cards are reference checkpoints—not weapon levels. D0–D4 comes from active-weapon average and T10 count. Every value above D4 requires all five weapons at T10 plus post-tier pressure. The factors shown apply directly to normal enemies; total difficulty also compounds through the director and endless pressure.

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 CHANCE98%

Late-run ceiling after the authored 82% rank curve rises gradually with endless pressure.

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