Transmission 001 / EPOCH
Beyond
the Signal.
Somewhere out there, something is calling.
The search just got a lot bigger.
Follow Voss beyond the original five missions, trace a missing convoy, and uncover the voices behind the Signal. EPOCH grows into a 50-level search, with new places to fly, new threats to read, and an endless frontier beyond the authored story.
01 / CAMPAIGN
The search expands.
- 50 authored story levels across ten chapters. The Signal Map connects the opening five levels to a larger campaign, with mission briefings and recovered transmissions. Completing the story preserves a checkpoint for level 51 and an endlessly scaling continuation.
- 8–10 waves per level, including a guardian as the final wave. A level is a complete mission; a wave is one encounter within it.
- 0–2 random asteroid waves per level, selected among the middle encounters at launch. Destructible debris crosses from the top and both sides, including upward passes. Survivors return along new paths.
- A different atmosphere for every level. Environments, colors, and enemy appearances change across the journey.
02 / COMBAT
Every shot counts.
- Opening waves target 4–5 basic hits from an unupgraded Strelka pulse weapon with its standard loadout. Other ships, weapons, and enemy weaknesses can change that count.
- Enemy hulls have weapon weaknesses. Pulse deals 1.6× damage to weavers; scatter to straight drones; lance to shooters and asteroids. Guardian weaknesses are listed in the hangar field guide.
- Escaped enemies circle back. Surviving ships return in patterns with their remaining health. The next combat wave waits until the current enemies are destroyed.
- Shots outlive their ships. Projectiles persist across wave transitions, and the final guardian’s remaining shots and mine fragments must clear before the level ends. Player ships, weapons, and hostile roles use distinct projectile shapes.
- Training Wheels is optional and starts off. Enable it in Settings to see predicted enemy routes, shot paths, blast zones, and safe lanes. Turning guides off does not change the actual attacks.
03 / GUARDIANS
Five ways to say
“turn back.”
Guardian encounters have distinct attack styles that develop through their phases.
- Warden: moving projectile gates.
- Twins: curved scissor crossings.
- Carrier: fragmentation mines and drone reinforcements.
- Lattice: volleys with open corridors.
- Koschei: inward-curving pincers released from black holes.
A black hole is more than scenery. Watch for attacks arriving from its portals, even with Training Wheels switched off.
04 / WEAPONS
Power, with a pulse.
- Weapon progress stays visible. The HUD tracks upgrades from 0 to 12, shot count, and blast strength. The first seven upgrades reach eight shots per volley; upgrades 8–12 each add 25% of base blast damage, reaching 2.25× blast strength.
- Weapon drops arrive more deliberately. Permanent firing arrays begin in wave three, with one per remaining non-guardian wave: 5–7 per level. Power survives weapon changes and resets at the next level.
- Supercharge gives six seconds at maximum power. Each level has a 30% chance to place this gold-star pickup in a later eligible combat wave. Earned upgrades return when it expires, and pausing freezes its timer.
05 / MENUS & PROGRESS
A clearer way to prepare.
- Edit your ship from the main menu. Hull and loadout choices are easier to reach, with a more compact menu layout.
- Ship parts are easier to find. Parts and Manta assembly progress appear in the menu, hangar, and flight HUD. Recover 12 parts to unlock Manta; each ship keeps its own handling and reactor settings.
- Existing progress carries forward. Scores, tuning, transmissions, parts, and valid checkpoints are preserved. Saves that finished the original five levels can continue into level six.
- Change your guides during pause. Training Wheels saves on the current device and updates without restarting the flight. Reduced Motion remains a separate setting.
06 / FLIGHT NOTES
Before you launch.
Progress is saved locally in your browser, with checkpoints between levels. Mid-level progress and cross-device account saves are not included in this release.
After one complete online load, the game can launch offline. Updates recover more reliably from stale cached files. Refresh to load an available update; active flights are not automatically reloaded. Clearing browser data can remove local progress.
Invited testers have a separate feedback form in private beta staging, with an inbox and owner email notifications. Beta sign-in does not create a public game account or synchronize progress.
Thanks to everyone flying, testing, and sharing feedback. Keep telling us where the Signal takes you.
End of transmission. Start of something else.