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Movement & Aiming

The player’s brain is split between two primary functions: Survival (navigating the Humanoid through bullet-hell) and Extermination (aiming the Drone’s fire). By removing jumping and automating the Drone’s position, the player can focus entirely on these two high-intensity inputs.


Movement is strictly horizontal/isometric. The lack of verticality ensures that the player’s focus remains on the “geometry of the threat.”

  • Zero-Latency Glide: Movement is snappy with no wind-up or wind-down. This allows for the “pixel-dancing” required to survive late-game patterns where the gaps between bullets are barely larger than the player’s hitbox.
  • The Phase Dash:
    • Iframes: Grants a brief window of invincibility.
    • Offensive Repositioning: Because you must aim at enemies, the Dash is often used to “circle-strafe” a boss, allowing you to maintain your aim while snapping to a safe zone.
  • Hitbox Clarity: The Humanoid AI has a small, brightly colored “Core” at its center. This is the only part of the character that can take damage, allowing for “near-miss” gameplay.

The Combat Drone is your primary weapon, and it requires constant player input to be effective.

  • 360-Degree Targeting: The player uses the Right Stick (or Mouse) to aim the Drone’s fire in any direction. The Drone rotates around the player’s shoulder to match the targeting reticle.
  • Strafing Logic: Since movement and aiming are independent, the player can move in one direction while firing in the opposite direction—essential for “retreating fire” tactics during aggressive enemy rushes.
  • The Reticle: A dynamic targeting icon that changes color based on the Drone’s System Heat. As heat rises, the reticle “jitters” or expands, indicating decreased accuracy or an impending overheat.

While aiming is manual, the Drone’s physical location is automated to reduce player cognitive load.

  • Fixed Formation: The Drone stays locked to the player’s position, floating slightly above and to the side. It behaves like a turret attached to the player.
  • Obstacle Clipping: The Drone is “intangible” to the environment; it will not get stuck on walls or corners, ensuring that your fire is never blocked by the Drone getting snagged on the geometry.

ActionControl TypeContext
MoveLeft Stick / WASD8-way high-speed movement.
AimRight Stick / Mouse360-degree manual targeting.
Phase DashL-Trigger / SpaceInvulnerable repositioning.
Drone FireR-Trigger / Left ClickActive shooting (Generates Heat).

The “Feel” of the game is defined by the tension between your two hands. Your left hand is often panicking, trying to find a gap in a sea of neon bullets, while your right hand must remain calm and precise to keep the Drone’s fire focused on the enemy’s weak point.