Void Defenders
Galactic Fleet Commander

Hold the line.
Then find out what's behind it.

You command a two-ship fleet defending an outpost. Hold the bar to fire, slide it to steer, and watch the heat — the guns lock out if you never let go. Six sectors, and not one of them is won the way the last one was.

Coming to the App Store See the campaign Support

iPhone · Plays offline · No ads you did not ask for

What you decide

Every run takes a different shape

Every fifth wave the run pauses to offer you three upgrades out of twelve. Picks stack and last the rest of the run.

Weapon

Specialise, or spread

Heavier slugs, twin cannons, piercing rounds, flaming rounds. Stack one line into a sharp build, or cover your weaknesses instead.

Ability

Three charges to time

Overcharge doubles your fire rate. The Frag Charge punches through armour and phasing. Bulwark holds a shield while you reposition.

Risk

Trades with real costs

The Overclocked Reactor fires faster and makes everything hurt more. Worth it when you can kill things before they reach you.

The campaign

Six sectors. Six different problems.

Three are open from the start and the rest are earned by clearing them — any of them. Umbral Expanse opens at two sectors cleared, Solstice Frontier at four, and reaching a last wave is not the same as beating it. The briefing before every launch tells you how that sector is won, because none of it is discoverable from inside a wave. Each one flies against its own sky, too: ten backdrops a sector, changing every three waves, and no two sectors share a single one.

Sector one

Nova Surge

It opens on a boss — no warm-up, no empty grid to shoot at while you work out what the buttons do. Twenty waves after that, and the whole vocabulary: every one of the eight common hostiles is taught here, one at a time, before anything else asks you to fight two at once.

Sector two

Crimson Drift

No waves at all. Hostiles arrive in a continuous stream and the run is measured in distance, through a debris field that swallows your shots and cannot be destroyed — only avoided.

Sector three

Ion Wastes

Nothing mends your hull while a wave is live — no regeneration, no repair capsule, no milestone. It is rebuilt before the next wave starts, so a wave is a budget: what it costs you, it costs you now.

Sector four

Aurora Reach

A convoy crosses ahead of you and cannot defend itself. Lose it and the run is over however healthy the outpost is. Not everything out here is interested in your fleet.

Sector five

Umbral Expanse

Nothing here reflects light. Hostiles are only visible while your guns are firing, so firing is how you look — and an overheat leaves you blind as well as disarmed.

Sector six

Solstice Frontier

The gauntlet. A boss every fifth wave instead of every tenth, none of them the practice version, ending on the one the campaign has been pointing at the whole way.

Getting there

Every run opens where it is happening

A run does not start on a loading screen. It starts in the sector you chose — the corona, the wreck field, the ion storm, the aurora, the eclipse, the dawn — drawn live behind the board as your fleet takes the line. Six places, six openings, and none of them is the same four seconds recoloured.

Nova Surge: a star much too close, throwing flares across the frame. Nova Surge · the corona
Crimson Drift: a battle that ended long ago, still tumbling in red light. Crimson Drift · the wreck field
Ion Wastes: lightning walking through a charged cloud above a dark world. Ion Wastes · the storm
Aurora Reach: green curtains of light over a planet's shoulder. Aurora Reach · the curtain
Umbral Expanse: a world in eclipse, lit only around its rim. Umbral Expanse · the eclipse
Solstice Frontier: a sun coming up over a gold horizon. Solstice Frontier · the dawn

None of these stills is stored art — every arrival is drawn by the game, frame by frame, which is why they move. Pick one to watch that sector actually played.

What you're fighting

Fourteen hostiles. Sixteen bosses. No sector shares one.

Every kind that comes down the board, and every boss that ends a sector — what each one does, and which sectors field it.

See every hostile and boss

And then

The campaign has an ending

Beat the sixth sector and the fleet comes home. The stars stop streaking, a station rises out of the dark with its approach lights running, your two ships settle under the ring with their engines cut — and the game names you by your callsign, with every sector's best beside it.

It is not the last thing in the game. More sectors are coming, each with its own rule, its own hostile, its own three bosses and its own sky. They ship when they are ready rather than to a calendar. The Pursuit is not finished with you.

In the game

From the first wave to the top of the board

A wave in Ion Wastes, hostiles descending toward the outpost line. Hold the line
The upgrade draft, offering three upgrades to choose between. Draft an upgrade
The in-game store showing ship skins and upgrades. Outfit the fleet
The leaderboard, showing the campaign total and a tab for each sector's own board. Per-sector boards
Between runs

A run always leaves something behind

Coins buy permanent upgrades: a sturdier outpost, repair crews, faster ability charges, richer salvage. None of them make you hit harder — they make you last longer, which is the point.

A daily objective gives you something to finish today, and claiming it on consecutive days builds a streak. A 60-tier season pass and rotating weekly challenges run alongside, with 37 cosmetics across ship skins, engine trails and pilots.

The board

Seven boards. No resets.

One board for every sector, plus a Campaign board that adds your best in each of them together — so the only way up it is to go back to a sector you have neglected. None of them wipes. No weekly reset, no fresh season, no starting over — the top scores stay up until somebody beats them.

Setting a callsign is optional. It is shown publicly next to your score.

When it lands

Six sectors, on a phone

Coming to the App Store

iPhone · Plays offline · No ads you did not ask for