Rogue Drift

0 0 m
CANNON online PORT -90° online STARBOARD 90° online REACTOR 1.0 × PER GUN

Rogue Drift /rogue

How to play

Open space, no lanes, no walls — just a drifting asteroid field. The ship fires itself the way you tuned it: fly with the stick, work the throttle, and shatter rocks for score. Rocks that crash into each other break into smaller rocks; the small ones just bounce. Past the first stretch, pirates fly the same field: chaser saucers wake and hunt, watcher pods drift like rocks and fire aimed plasma, strafers sweep the top lane — and the field fights them too: a rock breaks on a pirate hull and batters it, for your score. Deeper still come the capitals: corvettes that turn, charge with a burning bow, and fire a lance that obliterates everything on its line — step off it while they charge — and frigates crossing on a broadside pass with twin turrets and a limited rack of homing torpedoes.

  • 🕹 stick — drag to fly: left and right, and up and down the screen — the ship stays where you put it
  • throttle — + and − on a keyboard: how fast the field flows past (and where a fresh drift opens on the screen)
  • — centre bottom (or Space): the frame holds exactly where it is and the ship grows large as its own console — drag the turret dials to aim, tap a mount to switch a gun, read the systems and stocks; Space again resumes
  • 🚀 missiles — a rack of three, bottom left: press, the frame freezes, tap an asteroid or a pirate — the missile homes in and vaporizes everything in its blast for double score; salvage crates reload the rack
  • ◈ shield & systems — the shield eats hits until it fails; with it down, big rocks end the drift while small ones damage the system on the side they strike (nose → cannon, wings → turrets, stern → engine). Wrecked systems bleed hits into life support — at zero the drift ends. The crew slowly repairs the worst damage.
  • ◎ shield pulse — above the missile tube (or E): a panic nova every 30 seconds that clears everything close — rocks, raiders, plasma, torpedoes — staggering the capitals. It pays no score; it saves your hull.
  • 🎇 flares — automatic decoys: a torpedo closing in pops one, and torpedoes chase the flare instead. Four in stock; salvage restocks them.

On a keyboard: ← ↑ → ↓ or WASD fly, + − work the throttle, E fires the pulse, P opens the config, Space pauses (and resumes) — after a death it starts the next drift · R restarts anytime.

Blockades

Every 2000 m a ⚔ capital bars the way and the drift slows to a crawl — waiting never breaks a blockade, guns do. The line rotates: the destroyer volleys aimed plasma, fighters and torpedoes; the cruiser fires its torpedoes in pairs, both tubes at once; the battleship hides behind a broadside of cannons that must be silenced first — its hull deflects everything while any cannon lives. Every 6000 m the whole task group arrives in formation: carrier, battleship and destroyer with corvette escorts — the carrier launching fighters and punishing anything inside its deck guns. Flares and the ◎ pulse earn their keep, the rock field chips every hull, missiles lock any of them. Each capital pays on its own kill; the last one breaks the blockade for the lump, the haul and the waystation.

The worlds on the way

Midway between blockades a world drifts through the field — fly into it and the run dives to its surface. They rotate: the magma planet (spouts that arc under gravity), the ice moon (geysers that fly straight and fast), the gas giant (storm cells bursting in full circles, dense but slow). Every vent glows before it erupts — watch the ground, not just the sky. Down there an alien mining operation works the seams: ore-hauling miners (civilians — but their scrap spills when broken, and every protector turns on you), escort fighters, gunners lobbing the world's own hazard, and missile-defense turrets that swat your 🚀 out of the air. At the vault a warden rises — obsidian, glacial or tempest: break it and the ancient core is yours — a big score and a permanent ⚛ reactor overcharge past the stock cap. Grabbing the core flies you back up to the drift exactly where you left it; skipping a world costs nothing but the prize.

Scrap & the waystation

▣ Scrap is material, not score: rocks shattered by fire sometimes shed a chunk (the big rocks shed the most), every pirate kill sheds some, and a broken blockade pays a lump. Past every broken blockade a ⬡ waystation drifts down to meet you — fly into its dock and spend: repair the whole ship (life support included — billed by the damage, so a scratch is cheap and a wreck is not), restock missiles and flares, buy modules off the rack (weapon modules, then drones, then the dear ⚛ overcharge) — or the big one: wing mounts, extra hardpoints bolted to the wingtips (two on the fighter), fixed-aim ahead, each upgradable like any mount and each dearer than the last — a blockade's lump never buys one; a station or two of everything else forgone does. New mounts join the reactor budget — more guns thin every gun's power, and ⚛ overcharges are how a broadside build keeps its pace. And the biggest buy of all: the ⬆ corvette — a bigger hull (and a bigger target) with two more wing hardpoints, four in all; everything you fitted carries over. Miss the dock and the station is gone until the next blockade.

The reactor

Three weapon mounts — a forward cannon and a turret on each wing, aim adjustable — share three units of power. Every mount you switch off makes the rest fire faster: two run at 1.5×, one runs at 3×. All off is allowed; distance still scores. Salvaged ⚛ reactor modules overcharge the budget itself — up to five units — and the whole battery quickens.

Chains & salvage

Destruction chains: every rock you shatter and every pirate you break inside the window grows an xN multiplier on the next payout — rams and lucky collisions never chain. Broken pirates drop salvage. Supplies restock on the spot: 🚀 crates reload a missile, ◈ charges restore the shield projector, 🎇 flares restock the countermeasures. Weapon modules freeze the frame into an install chooser — the ship itself, every mount a target on the hull: a lit mount is an upgrade, a dim one a refit, and ⬆ UPGRADE (or Enter) fits the module to the best upgrade in one tap. Every run opens with three level-1 bolt mounts, and it is one weapon type per mount: fit a bolt, beam or scatter module to a mount of the same type and it levels up (harder and faster, to level 3) — and one more of the same type opens the next mark: Mark II starts over at level 1 but already out-hits the old level 3, with a new bolt shape and a wider beam, then Mark III (a Mark III level 3 mount is maxed); fit a new type and the mount refits to Mark I; or scrap it for score. 🛸 drone modules deploy companions that orbit the craft and fire their own guns in tandem — three drones, then the wing levels up — and ⚛ reactor modules overcharge the power budget. Everything resets with the run: the drift is a fresh build every time.