Depth Strike
Your perspective is the weapon.
Arcade formations fly at real depths in front of you. Lean until the ships line up, then look, pinch, and one strike tears through the whole line.
Look. Lean. Pinch.
Every shot starts at your eyes and pierces everything lined up behind the ship you pick. Move your head a few centimeters and the lines change.
Look
Look at a ship. No cursor, no controller: Vision Pro knows what you're looking at the moment you pinch, and never tells the game where your eyes were.
Lean
Ships that look scattered snap into a line when you shift a little. The formation keeps moving, so lines form and break. Wait for yours, or go and find it.
Pinch
One strike races into the distance. Explosions go off near, middle, far as the pulse passes, and spatial audio carries them away from you.
Six in a line beats six shots.
A single kill is worth 100. Lines are worth dramatically more, so the game keeps tempting you to wait for a better one while a Diver closes in.
- ×1100
- ×2250
- ×3500
- ×4900
- ×51,500
- ×62,400
- 6 × 1600
- Perfect: every ship within a few centimeters of dead center pays half as much again, with a gold chord.
- Multiplier: each line of two or more raises it, up to ×4. A breach resets it.
- Close call: take out a diving ship inside the danger zone for a bonus.
Seven ships. Real depth.
Every ship is a 3D model with a silhouette you can read at a glance, flying choreographed formations: rings that spin at different speeds, walls that sway against each other, tunnels that lock into perfect lines every few seconds. Four of them change the rules of a line.
Scout
The backbone of every formation. Holds its slot, and now and then peels off to dive.
Diver
Breaks formation and corkscrews straight at you. You'll hear it coming. Shoot it now, or wait for the line?
Strider
Drifts sideways and in depth on its own, making lines that only exist for a moment.
Bastion
Armored. The first strike to reach it breaks its shell and stops there. Crack it first, or make it the last ship in your line.
Phantom
Fades out of phase every few seconds, and strikes pass right through it. Wait for it to come back.
Burster
Blows up when it's destroyed and takes every ship close to it along. Bursters set each other off.
Warden
Shields the ships around it. Nothing can touch them until the Warden goes, so take it out first.
Strike them to take them.
Nineteen of them drift out of the rift and across the formation. Pinch one directly, or line it up behind your targets and take it with the same strike for a bonus. Practice lets you try every one, and the 3D Legend explains them all.
Shields Keep them from getting through
Repair
Restores a lost shield segment.
Aegis
For a few seconds, nothing gets through at all.
Deflector
The next three ships that break through bounce back into their own formation and blow up there.
Fortify
An extra shield segment, beyond the usual maximum.
Weapons One at a time, for a few seconds
Wide Beam
A fat strike line: ships well off the line still chain.
Nova Rounds
Every ship your strike destroys detonates, taking its neighbors with it.
Trident
Each pinch fires three lines side by side: three chains at once.
Seeker
Every strike also sends a homing shot after one more ship, the most dangerous first.
Chain Lightning
Lightning jumps from the last ship in your line to the ships around it.
Burn Line
Your strike line keeps burning for a moment. Anything that drifts into it is gone.
Fork
The line splits into three behind the ship you hit.
Bombs Go off the moment you take them
Pulse Bomb
Every diving ship, and anything close to you, gone at once.
Cluster Bomb
Four blasts, each on the thickest crowd of ships.
Singularity
Drags the swarm toward one point, then implodes.
Smart Bomb
Everything in the arena, gone.
Specials Bend the rules for a few seconds
Collapse
The whole swarm slides into line with your eyes, wherever you move.
Stasis
Everything freezes: lines hold still and dives stop mid-air while you line up.
Overdrive
Double points while it lasts.
Pick a mode. Pick your pace.
No inventory, no grind. Just formations, lines, and the score you're about to beat, with leaderboards and achievements on Game Center. One tap starts any mode, each in its own place, and you can switch without leaving the game.
Arcade
Endless
Escalating formations until your shields run out. Every sixth wave is a Formation Break.
3-Minute Strike
Exactly three minutes. A breach costs your combo, not the run.
One Shield
One breach and it's over.
Chain Rush
The clock starts at 40 seconds. Every line buys more time; every breach costs five.
More ways to play
Campaign
36 challenges in six chapters, three stars apiece. See below.
Power Surge
Power-ups rain down from the first wave. Chaos, on purpose.
Sharpshooter
Twelve shots and nothing dives. Lines give shots back, but they have to get longer as the waves go on.
Zen
No dives, no game over. Just you and the lines.
Difficulty Zen and Practice always play at Easy
Easy
Slow dives, five shields, and a forgiving strike line.
Normal
Three shields. Dives start gently and build up.
Hard
Fast, relentless dives and tight lines.
Four short lessons and a legend.
Basics
Look, pinch, and lean. About a minute.
Lining Up
Six scenes with nothing shooting back. Lean around and find the longest lines.
Ships
Six scenes, one ship each: what Divers, Striders, Bastions, Bursters, Phantoms and Wardens do, and how to beat them.
Power-ups
All nineteen, one after another, each on a scene built to show it off. Jump to any of them whenever you like.
Legend
A page of the menu: every power-up and ship as a 3D model you can tap to read about.
36 challenges. 108 stars.
Six chapters of hand-built scenes, each challenge with a twist, a shot budget, a clock or shields, and three stars to earn: one for clearing it, one for each objective. A briefing tells you exactly what each star takes. Clear one to open the next. Your stars open up the places for arcade games, and a Journey through all of them, a new place after every Formation Break.
First Light
Lines, leans, lines that swing past you and rings that line up on a beat. Then they start diving.
Crystal Walls
Crystals stop your strikes cold. Lean around them, wait for the gaps, thread the lattices.
Heavy Metal
Bastions' shells and Bursters' chain reactions, separately and then together.
Ghost Fleet
Phantoms that fade out of phase, and Wardens that shield everything around them.
Arsenal
Trident, Nova Rounds, Burn Line, Fork and Chain Lightning that never run out, then a weapon wheel.
Onslaught
Gauntlets, a time trial, a sharpshooter's budget, a siege, a fortress, and the Rift Core.
Your room, or somewhere else entirely.
Seated or standing. No walking.
- The world moves, you don't. No artificial camera movement, ever.
- Everything happens in front of you. No turning around to find the next wave.
- Small leans, not big moves. Most lines are a few centimeters of head movement away, and Less Leaning halves that.
- Nothing flies into your face. Ships veer off before they get close.
- Your distance. Pull the battlefield closer or push it farther from the menu.
- Your pace. Easy slows everything down and gives you five shields. Zen has no dives at all.
- Your settings. Reduce Motion, Dim Flashing Lights and Increase Contrast calm the effects and firm up the panels.
Depth Strike
Can you see the perfect shot?