A 1997 space shooter with a roguelike underneath it. Twenty-six sectors down, take the Prime Flag, fly it back out. Dying is permanent.
The bottom of the chain. The Flag is the easy half — you still have twenty-six sectors to fly back up, and carrying it makes every one of them come looking for you.
PLAYRuns in the browser, on a desktop or a phone. Nothing to install, no account, works offline. It saves as you fly.
You fly one ship, in real time, with momentum. There is no braking — only thrusting the other way. Space is mostly empty, dotted with asteroid fields and hard-walled bases, and everything else out there is another pilot in one of the same eight ships you chose from.
Underneath that is a roguelike. Each sector is generated when you first enter it and kept exactly as you left it. Your ship gets stronger by collecting prizes whose contents you cannot see until you take them. And when you die, that run is over — there is no respawn and the save is deleted.
The one thing to understand before you launch: your energy bar is your health, your ammunition and your afterburner, all at once, out of a single pool that recharges on its own. Every shot you fire is health you have decided not to have. Running your bar down to nothing in a firefight is how most runs end.
In a factory Warbird the numbers are almost comic about it. Firing one shot costs 170 energy. Being hit by one costs 190. Shooting at someone is very nearly as expensive as being shot by them — the difference is that you chose it, and you can stop.
New here? Take Easy, and fly a lap without touching the trigger. It is the least obvious good advice in this game, and it follows directly from the paragraph above.
A factory Warbird holds 1100 energy and recharges 90 a second. If you are not firing and not boosting, that pool just sits there, full. An enemy bullet takes 190 off it, and you make that back in about two seconds. So a pilot plinking away at you on Easy — where they are softer, slower to notice you, and arrive a couple at a time — cannot get ahead of your own recharge. Nothing out there kills you in a couple of seconds while your finger is off the trigger.
Which means the first few minutes are free, and you should spend them on the only thing that actually matters: flying. Learn to turn while drifting the other way, to stop without a brake, to line a nose up on something that is moving. Then start shooting, watch the bar drop twice as fast as you expected, and the whole game will make sense at once. And on Easy you have five hulls, so getting it wrong is tuition rather than the end.
Up to thrust, and notice that letting go does not slow you down. Turning
with Left and Right changes where you are pointing, not where
you are going. Being able to fly backwards while still facing an enemy is the whole
skill of this game. Do this first and do it unarmed: a full bar you are not spending is
the safest you will ever be, so let them shoot at you while you practise.I for the ship readout. It shows
how far each of your handling numbers has come from the factory hull towards its
ceiling, and what gear you are carrying.Alt for the whole sector.These are SubSpace's original bindings, key for key. WASD works alongside
the arrows and Space alongside Ctrl, if that suits your hands
better.
Touch controls appear automatically — there is nothing to switch on. Two thumb zones, and you can hold everything in both at once.
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Turn the device sideways. Portrait works, but landscape shows you roughly twice as much of what is coming at you, and in this game that is most of staying alive.
A real frame, mid-fight in sector 1, in a Warbird that has been collecting.
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Everything else you will meet out there:
| On screen | Meaning |
|---|---|
| blue ring | the warp portal back up. In sector 1 it is the way out |
| green pad | a safe zone. Nothing can hurt you and you recharge three times as fast — but a timer throws you out after twenty-five seconds |
| purple well | a wormhole. It pulls you in, faster and faster, then throws you somewhere else in the sector |
| grey plating | a base. The best prizes are inside, behind doors that open and shut on a timer, guarded by pilots stationed there |
| blue grid | an energy screen. You can fly through it; shots cannot pass |
| drifting hull | a derelict. Fly into it and it breaks open into a burst of prizes |
| brown rock | an asteroid field. Solid, and you bounce off it with a speed penalty |
It is the first thing the game asks you, and the title screen shows which mode is selected so you can change it with d before starting anything. It is not a damage slider — it is which of this game's two ancestors is in charge of dying.
| Mode | |
|---|---|
| Easy | A wing of five hulls, and plenty to shoot at. SubSpace's own answer: lose one and you lose every prize it had collected and drop the Prime Flag back into the Core — but the run continues. The early sectors are busier than Normal, not emptier, so you get fights straight away — but the pilots are much softer, start closer, only notice you from short range so they come at you a couple at a time instead of all at once, and take half the damage to destroy. More prizes and fewer bad ones. Scores count for half. |
| Normal | One hull, one run. The roguelike answer, and the game as designed. Dying ends it and deletes the save. |
If you have not flown anything like this before, take Easy for a run or two. Losing a fully built hull in sector 19 still hurts enough to teach you the same lessons. And spend the first few minutes of it not shooting at all — an unspent energy bar recharges faster than the early pilots can wear it down, so Easy plus a held trigger is effectively a flight school with live traffic in it.
Your hull is the whole character sheet and it is fixed for the run. What changes is what the prizes build on top of it. If it is your first run, take the Warbird.
| Hull | |
|---|---|
| Warbird | The duelist. Heavy guns, a punishing bomb, and enough energy to trade shots. Straightforward and forgiving — the one to learn on. |
| Javelin | A bomb rack with an engine bolted on. Fast, agile, lethal at range, and made of paper. |
| Spider | Recharges faster than anything else in the sky. Small pool, weak bombs, but it can still be firing when everything else is dry. |
| Leviathan | A capital ship. Enormous energy, a bomb that clears a room, and the turning circle of a continent. |
| Terrier | Support. Portals, bursts and repels, excellent recharge, and almost no ability to hurt anything. |
| Weasel | Cloak, stealth, and the fastest hull in the game. Everything else about it is a liability. |
| Lancaster | Bouncing bullets from launch, a decent bomb, mines, and no weakness sharp enough to name. |
| Shark | Mines and repels. It cannot win a straight fight, so it makes sure there are no straight fights. |
\ shows the log of what you have opened, which is
how you learn the odds.