Nothing special. Line up and shoot.
Fourteen kinds come down the board and sixteen bosses end sectors, and no two sectors field the same set. This is all of them.
Eight of them are Nova Surge's vocabulary: a new one takes over every two waves, they arrive in pairs from the first grid you see, and from wave five, three at a time. The other six belong to the later sectors, each built around the rule of the sector that fields it.
Nothing special. Line up and shoot.
Armoured against chip damage — heavy shots beat volume.
Phases out every few seconds. Time your shots or waste them.
Shields the hostiles beside it. Kill it first.
Breaks formation and dives. Do not let it reach the line.
A wall. Slow to kill, and it drops something worth having.
Splits when killed. Costs more shots to clear than it looks.
Blinks sideways and phases. Lead it, or bring the Frag Charge.
Crimson Drift
Shelters behind the debris, where only part of each shot lands. Wait for the rock to drift, or move to where it isn't.
Ion Wastes
Damages the outpost when it dies. Where nothing repairs mid-wave, killing it is a decision rather than a reflex.
Aurora Reach
Ignores your fleet completely and goes for the convoy. Shooting back is not what saves you here.
Umbral Expanse
Changes how it flies partway in, so the path you learned stops predicting where it will be.
Umbral Expanse
Not dim in the dark — absent. There is nothing to aim at until your guns are lit.
Solstice Frontier
Breaks into things you have already beaten. Killing it is the start of the fight, not the end of one.
Every sector keeps its own rhythm — Nova Surge opens on one and then fields another every fourth wave, every seventh in Ion Wastes, every tenth through the middle of the campaign, every fifth in Solstice Frontier — and none of them is a bigger version of anything you have already shot. One aims where you are going; one sits still and lunges; one descends as it dies, so the fight ends up on top of your line. The shape tells you which before it does anything — and no two sectors field the same one.
“The first thing that came back”
A slow wall-to-wall sweep and a fixed three-shot spread. It teaches the shape of a boss fight and forgives almost everything — the only one in the game that does.
“It shoots where you are going”
Sweeps, stops dead for a beat, then reverses, and the pause is both its tell and your firing window. Its shots lead your fleet, so holding still is the one thing that never works.
“Brought friends”
The heaviest thing in the first sector, slower than anything else and shielding the escorts it brought. Kill the escorts or spend the whole fight under a fan you cannot out-range.
“Never where you left it”
Sits still, then lunges somewhere else and settles, firing dense bursts with long gaps between them. Learn the gap — it is the only time anything is safe.
“Fills the sky and waits”
A double sine path that never repeats cleanly, laying a slow spiral that fills the arena. The escorts are the clock: without them you could wait it out, and with them you cannot.
“It has been waiting for you”
The largest thing in the game, and it descends as its health falls, so the fight finishes on top of your line. Bursts, escorts, and no way to keep your distance — this is what the campaign points at.
“Something was here before you”
Stalks, pauses, and fans wide, with two scavengers working the board while it does. Nothing repairs your hull during an Ion wave, so every shot that gets past costs you something you do not get back until the wave ends.
“It takes, and nothing here gives it back”
Fast, drifting on two rhythms, and its shots are aimed at where your fleet actually is. The smallest of Ion's three and the one most likely to end a wave early.
“The hole it leaves behind”
Ion's finale. A spiral that fills the sky while the thing laying it closes on your line, with two escorts descending alongside. It is the only fight in the sector where the floor moves toward you.
“It arrives with the light”
The fastest boss in the game and the lightest. It aims, it does not linger, and it is not interested in your fleet — the convoy behind you is what it came for.
“It winds the sky around itself”
Winds a slow spiral around itself while two escorts work the edges. Tanky and patient: the longer it lives the less of the board is yours, and the convoy is crossing the whole time.
“It goes through, not around”
Comes straight down the middle, firing in bursts, and keeps coming as it dies. It does not go around your fleet or the convoy, which is the entire problem with it.
“They arrived at a decision”
Not one thing: nine shards around a void, all turned inward, and the body is the gap between them. It stops dead at each end of its sweep — and then it is gone, still firing from somewhere you cannot see. Every shot it takes gives away where it went, so the only way to find it is to watch what is trying to kill you.
“The only light out here is its own”
In a sector where you cannot see what you have not lit, this one lights itself — and it blinks somewhere new the moment you aim. The only thing in Umbral Expanse you can fight on sight.
“It learned the room before you lit it”
Stalks, pauses, and shoots where you are going, with two escorts in the dark around it. It has had the measure of the room since before you arrived.
“Not something in the dark. The dark.”
Umbral's finale, and the darkest thing in the game: a ragged mass that is barely lit at all, descending as it dies, laying spiral fire the whole way. You will hear more of this fight than you see of it.
Six belong to Nova Surge and return in the final sector’s gauntlet, where a boss arrives every fifth wave instead of every tenth — the one place in the game that repeats a boss, because returning them is what that sector is for. The other nine belong to Ion Wastes, Aurora Reach and Umbral Expanse, three each, fought nowhere else and built around the rule of the sector that fields them.
Back to the overview, or watch a sector played.