Out now on Apple Vision Pro

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.

How it plays

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.

One pinch, whole line

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.

  1. ×1100
  2. ×2250
  3. ×3500
  4. ×4900
  5. ×51,500
  6. ×62,400
  7. 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.
Lining Up: on the right, three ships lined up so exactly they look like one, marked ×3. On the left, another three fanned out, waiting for a lean.
Same viewpoint, two stacks. The right one lines up, tagged ×3. The left one needs a lean.
The swarm

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.

Power-ups

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

Barrier

The next ship that breaks through shatters against it instead.

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.

Play your way

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.

Seven ways to play, in 20 seconds.

Arcade

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

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.

Hard

Fast, relentless dives and tight lines.

Practice

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.

Campaign

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.

Two ways to play

Your room, or somewhere else entirely.

Spatial mode: a rift open in a dimmed living room, PERFECT DEPTH ×2 bursting over armored Bastions that Line Assist tags ×3.
Spatial. Your room stays visible, dimmed, and a rift opens in front of you.
Immersive mode in the desert at dusk: a Formation Break in the rift over a glowing grid, and two Trident strikes scoring DEPTH ×3 at once.
Immersive. Each mode takes you somewhere different, like this desert at dusk.
All eight Immersive places, each with the rift in its own colors: deep space, a desert at dusk, a volcanic forge, a neon city, crystal fields, a night forest, a moonlit sea and a holographic training dome.
Eight places, one for each mode: deep space, a desert at dusk, a volcanic forge, a neon city, crystal fields, a night forest, a moonlit sea and a holographic training dome, each with its own soundtrack. Campaign stars let you take any mode to any of them, or go on a Journey through them all.
Made for comfort

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.
Apple Vision Pro · visionOS 26 or later

Depth Strike

Can you see the perfect shot?