
When a boss or a Castaway hits its limit it breaks apart and rebuilds itself without cutting away: new parts grow, the silhouette changes, and it comes out of the transformation with attacks you had not seen. The camera takes a second so you get a good look.
Whatever worked a minute ago stops working. This is not the same enemy with more health: it is another enemy wearing the same name.
Every boss and every Castaway arrives with a choreography of its own: it announces itself, takes its place and lets you see it before the first hit. The void goes quiet for a moment and you know what is coming.
The Bestiary records every form you have seen a boss take, and its health bar marks the fight, so you know how close the next transformation is. The kill that closes a wave plays out slowly too.
A tutorial that watches you. It tracks the controls you use and only reminds you of the one you have forgotten, with your key or your button. It never speaks with a boss on screen.
Full manual control. With the Aim Servo and the Auto Trigger bought, the mode key hands the ship back to you: aim at your cursor and fire yourself, and switch back whenever you want.
Auto-aim clears the sector. With no enemy in range your ship targets nearby scrap and detonables.
The Station stocks what you can use. The catalogue fits what you are already carrying, so scrap goes into upgrades that change something.
Sector hazards read clearly. Anything that hurts you shows what it takes, and your armour counts against it.
The demo is the whole Void Frontier: campaign up to level 15, Survival to wave 20 and five ships — Vanguard, Talon, Warden, Onyx and Zephyr — each with its own weapon, ultimate and cards.
If you play it, tell us which boss gave you the most trouble. We read all of it.
The full game lands November 5th: 21 ships, 100 levels, 9 bosses.