Clear the invasion
Destroy every primary invader to complete a wave. Delay too long and zero-score Interceptor reinforcements intensify the pressure.
FRONTIER DEFENSE COMMAND // BRIEFING 01
You are the only planetary defender above a vulnerable frontier world.
Race around a continuous world loop, break enemy formations, intercept abductions, catch falling civilians, and carry them to refuge before the invasion overwhelms the population.
SURVIVAL PROTOCOL
Destroy every primary invader to complete a wave. Delay too long and zero-score Interceptor reinforcements intensify the pressure.
Abductors seize exposed civilians. If one escapes, the civilian is lost and the Abductor becomes a relentless Hunter.
Shoot the captor and catch the falling civilian, or stop low over a civilian on the ground to bring them aboard. Every civilian carries one visible parachute for a safe landing, but it is consumed after use. Deliver passengers to one of three refuges. Your ship carries three; each passenger slightly reduces thrust.
Grounded civilians wander the planet. When they find someone nearby, they walk over and remain together, making small groups easier to collect—and tempting targets for Abductors.
Beam fire can kill exposed civilians. Passengers aboard your ship are protected, and shockwaves never harm civilians.
Your active ship has three regenerating shield segments. A hit at zero destroys it in a directional blast that throws the wreckage away from the impact. The run ends when all ships are exhausted.
If every civilian is lost, raid the incoming Prison Carrier. Deliver its survivor pods or population collapse becomes permanent for that run.
Survive twenty authored waves, with a double-reward Surge every fifth wave, to secure the frontier. The run then continues through increasingly difficult endless formations until your ship reserve is exhausted.
The optional unscored training mission teaches flight, radar, interception, airborne catches, ground pickup, refuge delivery, phase dash, and shockwave use through eight replayable objectives.
Settings persist locally: adjust music, effects, and co-pilot volume; disable speech; enable reduced motion or high contrast; and remap every keyboard action. Input and presentation settings remain ranked-eligible.
On phones and touch devices, the left control zone handles altitude, facing, and thrust while the right zone provides fire, phase dash, and shockwave. Independent pointers support movement and firing together.
Ranked arcade runs can enter the locally stored top ten. Records are ordered by score, then wave reached, and qualifying pilots enter exactly three initials. Training missions never affect the board.
DEFENDER SYSTEMS
A rapid, long-range vector lance fired in the ship’s facing direction.
A rechargeable invulnerable burst. You cannot fire or deal contact damage during transit.
A scarce screen-clearing pulse. Deliver three civilians to earn another charge.
A full-world strip showing the defender, civilians, refuges, and primary invaders.
Your excited co-pilot rapidly voices tactical notices, rescue encouragement, and warnings through radio squelch. Spoken callouts require browser speech support.
HOSTILE IDENTIFICATION
Sky Defender begins with Abductor, Interceptor, and Mine Layer formations. Brood Carrier enters on wave 6, Artillery on wave 8, and Jammer on wave 9 before the first full-roster Surge on wave 10. Hunter and Prison Carrier special forms emerge from battlefield crises.
MISSION PERFORMANCE
Run score rewards the whole defender role: destroying primary invaders, catching civilians, completing refuge deliveries, clearing waves, and preserving the population.
INPUT REFERENCE
Left stick sets altitude and facing · A thrusts · X fires · RB phase dashes · LB releases a shockwave.
BRIEFING COMPLETE