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
UNBOUNDED FLIGHT

TRAVERSE

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

02
MISSION CONTACT

INTERCEPT

Break formations, fulfil contracts, and choose which threats deserve priority.

03
RELIC INTEGRATION

EVOLVE

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

04
ENDLESS PRESSURE

ESCALATE

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

OFFICIAL TRAILER

THE FRONTIER HAS NO END

Ninety seconds of real runs, captured in-engine: the swarm, all five weapons at full power, forged bosses and the Apex Colossi.

PLAY NOW ON STEAM
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

Lob a 320-damage charge onto the cursor. It blows on its mark after a short fuse, or at once if it touches a target, damaging a 250-unit area; its shockwave 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. Nine families arrive from a shuffled deck: each appears once before any repeats, never twice in a row, and a run’s first Apex is always a Fortress, Serpent, or Lattice. Select a family to inspect its topology, heart protection, and counterplay.

APEX CACHE4×APEX RELICS
COMMAND CACHE2×NORMAL RELICS

Each victory schedules the next Colossus six to nine medium bosses later. A Starfall Mothership counts as the Mothership’s turn in the deck.

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.

Under its signature attacks every boss runs its own arsenal: a primary weapon shaped by its chassis and core, a secondary weapon shaped by its family, and a new trait each time it enrages. The first bosses fire sparser, simpler patterns; density, speed, and variety grow with every boss defeated.

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

23ATTACKS

Fan, Bloom, Cross, Spiral, Homing, Lance, Waves, Pinwheel, Cage, Scatter, Rocket Ring, Sniper, Accel Fan, Split Lance, Tempest + Converge, Minefield, Cluster, Boomerang, Wall, Weave, Halo, Crossfire

8AFFIXES

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

10PRIMARY WEAPONS

Pulse Rings, Spiral Stream, Petal Bloom, Starburst, Twin Helix, Vortex, Stall Ring, Splitter Orbs, Sweep Fan, Hardpoint Batteries

8SECONDARY WEAPONS

Tracker Gun, Burst Cannon, Flak, Rail Needles, Mortar, Rocket Pod, Twin Guns, Serpent Stream

9ENRAGE TRAITS

Rocket Pods, Heavy Rockets, Mine Layer, Escort Guns, Mirrored Fire, Overdrive, Splitting Rounds, Curved Fire, Signature Tempo

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
CONTRACTS

EIGHT MISSION TYPES

Every boss is the mark of a contract: two are posted as beacons and flying to one accepts it. Eight types unlock over the first bosses, from Relay Hack to Bounty Hunt. Grade A tailors the boss's relic cache to the contract's focus; S adds a relic.

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 eases in over five minutes and then grows without limit; the smooth 400M–500M score ramp still applies.

WEAPON LEVEL → HORIZON DEPTH
ARSENAL DEPTH 0–4ACTIVE WEAPON AVERAGE 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 0–44 × SMOOTHSTEP((ACTIVE AVG − 6.25) ÷ 3.75)

Fewer than two active weapons stay at D0. Depth rises on one smooth curve from an active average of 6.25 and reaches D4 when the active arsenal averages tier ten, with no per-weapon steps.

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 follows the active-weapon average. 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
SYSTEM LANDMARKS // CHART THE MAP

DISTANT SYSTEMS

Space is mostly empty: stars, faint nebulae and drifting dust. Now and then a distant system hangs in the sky. Fly to it to chart it for a survey bonus. Contracts are posted at these systems, and the landmark shapes which ones.

RINGED GIANT

A rare sight over ice, dune and machine skies. Salvage and gauntlet work.

GAS GIANT

Storm-banded giants with orbiting moons. Rescues and convoys.

BLACK HOLE

Accretion disks bending light over gravity marshes. Gauntlets and bounties.

SPIRAL GALAXY

Distant spirals hanging over umbral and bloom regions.

STARS

Red and blue giants, binaries and pulsars. Sabotage and defense.

WORLDS

Lava, ice, ocean, desert and toxic planets, some with moons or rings.

ANCIENT GATE

Alien ring gates with a live portal. Relay hacks and defense.

SHATTERED MOON

Broken moons bleeding molten debris. Salvage and sabotage.