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The run

Band Buffs

From wave 6 on, every five-wave band opens with a vote on a stacking buff. Each option bundles two stats with independently random signs, so a “buff” can be pure upside, a trade, or simply bad.

The vote

Band starts are waves 6, 11, 16 … 96. The wave does not spawn while a vote is open. The sequence is:

  1. A one-second “Vote starting…” lead-in.
  2. Three choices appear. Two show their icon and a two-line description. The third is a “?” mystery — a real, pre-rolled buff shown blind.
  3. You have 10 seconds. Not voting picks one at random.
  4. A 1.5-second suspense pause once the winner is locked, then the result flashes for 2.5 seconds showing what you actually got.
  5. The wave starts.
The mystery slot is a genuine gamble

Slot three is rolled exactly like the other two — it is simply hidden until the result flash. It is not weighted better or worse. Take it when both visible options are bad.

Anatomy of a buff

  • Every buff bundles two different stats. Requiring them to differ is what stops a buff from cancelling itself out.
  • Each of the two gets its own randomly signed magnitude. So an option can be (good, good), (good, bad) or (bad, bad).
  • Percent effects roll a fresh magnitude of 1–5% with a 50/50 sign. Bullet count, pierce and enemy shield are always ±1.
  • Player stats — attack, health, fire, bullets, coins — help you when positive. Enemy stats — enemy HP, speed, damage, shield — help you when negative.
  • Buffs stack for the whole run. Every pick you have taken stays active until the run ends. They are not saved between runs.

The ten stats

StatIconPositive meansNegative means
AttackBulletMore player damageLess player damage
HealthHeartMore max HP, and the increase is added to your current HPLess max HP, and your current HP is scaled down with it
Fire rateGaugeFaster shootingSlower shooting
BulletsTwo bullets+1 shot in the fan−1 shot
PierceArrow punching throughBullets pass through +1 more enemy−1, netting against any pierce you already stacked
CoinsCoinsMore gold from killsLess gold from kills
Enemy HPHeart + skullTankier enemies (bad)Weaker enemies (good)
Enemy speedChevrons + skullFaster enemies (bad)Slower enemies (good)
Enemy damageImpact star + skullHarder contact hits (bad)Softer contact hits (good)
Enemy shieldShield + skull+1 absorbed hit on every non-boss enemy (bad)−1, netting against any positive shield you already stacked (good)
Coins buff does not touch the daily bonus

The coins stat multiplies kill gold, boss gold, Goldie gold and gold balls. It never applies to daily-bonus grants.

Reading the icons

Every icon is composed at runtime, and the composition tells you the whole story before you read the text:

  • Each of the two glyphs is stroked in its own sign colour — green if it helps you, red if it hurts.
  • A red glyph always takes the upper-left slot and a green one the enlarged lower-right foreground slot, so a mixed buff leads with the bad news.
  • Any enemy stat carries an off-white skull tag. A buff can show zero, one or two skulls — that is how you tell “heart” meaning your health from “heart + skull” meaning enemy health.

The top-right stack shows one square per buff you have taken, filling right to left, five per row — with the combined net total listed underneath. The same grid is used on the Game Over dialog.

The stack is not only band buffs. It also carries a colour-matched square and readout line for each of these, so everything currently acting on your ship is in one place. They appear in a fixed order, worst news first, and band buffs sit in the middle of it:

OrderIn the stackIconReadout
1Planet hazardA weather glyph in the planet’s colour, on a warning-orange borderThe hazard name and a compact effect such as Spd+40%, marked as a penalty. No countdown — it runs the whole week.
2Reinforcement PassA gold ticketRemaining days / hours / minutes — it runs on the wall clock, not the run.
3Daily Ship BuffIts own squareRemaining duration. Earned outside the run, so it can engage or expire mid-fight.
4Band buffsThe voted buff’s own iconOne square each, plus the combined net total underneath.
5–6Buff balls and charge skillsTheir own colourEverything ticks live. Party Damage and Charge Doubler show the seconds left as Ns; Focus Fire and Doppelgeschoss show how many of their 100 counts remain.
7Reinforcement CloneThe clone’s ship artA live Ns countdown on a cyan duration border while the clone is out. Its summon button hides for as long as the square is up.

Each line reads its magnitude from the icon above it, so the text beside a timed buff is the time left rather than the size of the effect.

Reading good from bad without colour

Colorblind Buff Signs (Settings › Video, off by default) adds a check or cross shape badge to the vote icons and to the net-total readout, so an option reads as good or bad without relying on red against green.

How the stack combines

Everything stacks additively, not multiplicatively: net = 1 + Σ(magnitudes).

  • +5%, +5% and −5% health nets to exactly +5% — 105 HP, not a rounded-off 104. There is no multiplicative residue.
  • Bullet count and enemy shield sum as whole numbers. Enemy shield is floored at 0.
  • Every percentage multiplier is floored at 0.05×. A heavy negative stack can cripple you but can never take attack, fire rate, health or enemy HP to zero.
A bad stack is real

There is no rule that the vote must be net positive, and stacks last the entire run. Late in a long run the net readout is the number that matters — check it rather than remembering individual picks.

The vote runs in single-player too, with the same three choices and the same 10-second timer — earlier builds skipped the solo vote screen and silently applied a buff when the timer ran out.

Voting in co-op

  • Every player votes. The host tallies.
  • A strict majority locks it early, and once everyone has voted it resolves immediately.
  • An AFK player just falls back to the 10-second countdown, then most votes wins. Ties — including nobody voting — resolve randomly among the tied choices.
  • Every peer ends up with an identical stack, and a player joining mid-game receives the whole stack in their join snapshot.