
Super Station Swarm A space station, infinite waves, and a screen full of vector geometry trying to kill you. Your turrets auto-fire. Your satellites orbit. Everything else is your problem. This is bullet-hell-yeah There are no sprites here. Every enemy, every bullet, every shield arc is drawn with raw lines and circles. Inspired by Geometry Wars style vector art that fills the screen once things get hectic. And they get hectic fast. Runs are 10-20 minutes, there's no ending to reach, and the wave counter just keeps climbing until your station doesn't. The Auto-Aim Is Good, but it's Not Good Enough. Your weapons pick the nearest target and shoot it. Solid plan, until a pack of flyers starts orbiting your station and the auto-aim can't lead them. Or a tank floats through the blind spot your satellites aren't covering. Or an elite armored scout soaks every bullet while three drones drop mines behind it. Missiles and lasers always track their targets. Cannons are different — you rotate the whole station to aim them, and there's a toggle that switches every cannon between assisted-aim, auto-aim or fully manual lead. Knowing when to flip that mid-wave is the kind of thing that separates a 12 wave run from a 25 one. The auto/assisted-aim handles the fodder. You handle everything the fodder is hiding behind. Every Upgrade Card Has a Cost Level up, pick 1 of 3 cards. Cards target individual weapon mounts. Boosting damage on your flak cannon does nothing for the missile launcher sitting next to it. You're building each turret as its own but in combination with the rest. Once a satellite's weapon slots are full, new weapon cards become replacement offers. That railgun looks great, but the card is telling you it's swapping out your piercing cannon to make room. 17 upgrade types across 8 weapon classes, each one pulling your build in a different direction. There's a pity timer so you'll always see great offers, but what you do with them is on you. Dying Is Productive Every kill across every run feeds a shared XP pool. That XP buys permanent upgrades — starting weapons, extra satellites, shield stacks, thicker hull, bigger bombs. The skill tree branches and has prerequisites. Maxing Station Hull unlocks Nano-Repair Swarm. Starting Satellite leads to Satellite Shields leads to Armory Module. You get stronger but every upgrade you buy adds 3% to enemy wave budgets. The game scales to match your investment. A fully loaded station with 5 shielded satellites and overcharged weapons sounds dominant until wave 15 shows up with a threat budget that knows exactly how strong you are. The Fun Part Is Picking a Lane Stack damage and fire rate on one satellite cannon until it's doing the work of three. Go wide with max satellites, each with its own shield barrier. Invest everything into bombs and clear the screen when density gets out of hand. Or chase the combo system — 40 consecutive kills triggers tier 5, which gives you a 4x score multiplier, 1.5x fire rate across all weapons, screen-clearing shockwaves, and phantom echo targets that keep the streak alive between waves. Miss one kill window and the whole thing collapses back to zero. So kill fast, kill more. Play It Your Way (As I said to Delores Montenegro) Three visual filters to try: CRT gives you scanlines and chromatic aberration for that classic arcade cabinet look 8-Bit crushes everything down to four shades of green on fat pixels, get that nostalgia going. The GB could never pull this off but you can pretend :D Retro keeps your colors but reduces everything to 64 shades with the same chunky pixel grid Or keep it simple and play clean vector. All cosmetic preferences Three difficulty tiers with separate local leaderboards. Hard mode is genuinely hostile — 3x elite spawn rates, bosses every 5 waves, 4x enemy HP scaling. The full upgrade tree takes a few hours of runs to finish. Each run is a bus ride, a lunch break, a "one more" before bed. Phone, Steam Deck, desktop — wherever you've got 15 minutes and an appetite for vector carnage!