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Your ship

Upgrades

Five upgrade lines, all permanent, all bought with gold, all 1-indexed — level 1 is the base state you already have.

The five lines

UpgradePer levelCostMax
Stronger Bullets+10% damage10 × level²100
Faster Bullets+4% fire rate (additive) and +20% bullet travel speed10 × level²100
Additional Bullets+1 shot, fanned 5° per index each side of your aim10 × level²9
Health Increase+20 max HP, and the same amount added to current HP10 × level²100
Class levelDepends on the ship — see Ships & ClassesEarned by flying it30 or 50
Stronger Bullets is not just bullets

Your effective damage — base 10, scaled by Stronger Bullets, band buffs, buff balls and charge buffs — is what almost every class ability reads. The laser beam is 10× it, the Oktopodia whip 2×, a Flare bolt 4×, a Pinball hit 10×, a max Horridus storm 20×. Levelling Stronger Bullets levels your class ability at the same time.

Per-ship, and the shared 50

The four common upgrades are owned per ship, not per account — but the first 50 levels transfer freely. A ship’s effective level is:

max(that ship’s own earned level, min(your best level on any ship, 50))

  • Levels 1–50 are effectively shared. Buy Stronger Bullets to 50 on the Laser and every other ship you own is topped up to 50 for free.
  • Levels 51–100 are that ship’s alone. Pushing the Laser to 80 does nothing for your Tesla, which still sits at the shared 50 until you invest in it directly.
  • Additional Bullets is fully shared — its cap of 9 is below the shared 50, so it can never be ship-specific.
  • The start-screen Upgrades screen has a < Ship > picker (owned ships only) to choose which ship you are upgrading. Mid-run the menu is scoped to the ship you are flying.
What this means in practice

Getting a new ship is much cheaper than it used to be: it inherits the shared 50 in every common line immediately. Going past 50 is a per-ship commitment, so spreading late levels across ships costs multiples of the same money.

Class levels are per-ship and unaffected by this — and they are not bought at all any more. They come from Ship Mastery.

Level-100 bonuses

Taking a common upgrade to its cap on the ship you are flying unlocks a second effect, in the same way class abilities get a max-level perk. These are gated on the active ship’s level, so they follow the hull you invested in.

Upgrade at Lv100Bonus
Stronger BulletsEach auto-attack bullet has a 10% chance to explode on impact, dealing its damage again in a small 10 px area. Only the real bullet explodes, and the kill is credited to whoever fired it.
Faster BulletsA flat +10% fire rate on top of everything the per-level 4% already gave you.
Health IncreaseHeal a random 5–10 HP after every wave clear. Per player in co-op, and it skips anyone who is dead.
Additional BulletsNo max-level bonus — it caps at 9.

Cost formulas

  • Normal upgrades: 10 × level² gold for the next level.
  • Class levels: not bought. They are earned by flying that ship — see Ship Mastery.

Because the cost is quadratic, the last few levels dominate the total. Getting Stronger Bullets from 1 to 50 costs about a seventh of what 50 to 100 costs.

Cumulative cost

Total gold spent to reach a level from scratch:

To levelNormal upgradeClass upgrade
100
5300600
102,8505,700
2024,70049,400
3085,550171,100
50404,250808,500
1003,283,5006,567,000

Maxing all four normal lines (100 / 100 / 9 / 100) costs roughly 9,852,540 gold. A single class to 50 costs 808,500.

Buying and hold-to-repeat

  • Open the Upgrade menu with Tab or the top-left button. The game keeps running behind it.
  • From Ship › Upgrade the menu shows every class row. Mid-run it shows only your active class.
  • Hold a cost button and it buys once immediately, then repeats every 0.1 s after a 1 s delay — until you release, it becomes unaffordable, or it hits MAX.
  • On Android portrait the same hold-to-repeat works on the bottom upgrade bar cells.
  • A locked premium ship shows LOCKED and cannot be levelled — that would otherwise be a free unlock, since level 0 costs nothing.

How the stats combine

Your final damage per bullet is the base 10 multiplied through, in order:

  1. Stronger Bullets — +10% per level above 1.
  2. Band buffs — the stacked attack total, summed additively, floored at 0.05×.
  3. Buff balls — +5% per stacked attack ball, up to 10 stacks.
  4. Party Damage — a flat ×1.50 while a teammate’s charge skill is running.
  5. Doppelgeschoss — a separate ×2 slot, so it multiplies with Party Damage rather than replacing it (×2.6 together).

Fire rate works the same way from Faster Bullets (4% per level, plus the flat 10% at Lv100), the band fire stat and speed buff balls. Bullet count is Additional Bullets plus the band bullets stat, which can be negative.