The ball is the Spark — a fragment of the Architects' dying star engine. The satellites orbiting the arena are ancient energy harvesters: every time your Spark strikes one, your fleet banks its charge as points. The first fleet to 100 claims the sector for the Cycle.
A single Spark tears through the arena. Direct it into satellites to score points. Defend your wall — letting the Spark through shrinks your spaceship. The last fleet with living spaceships wins.
Each team controls 1–4 spaceships on their wall depending on the mode. Spaceships shrink when a goal is scored against your side.
Hit below minimum size → spaceship is ELIMINATED. Its zone is inherited by a teammate if one exists.
All spaceships eliminated → your team's Black Hole detonates, your wall seals permanently. You are out.
Hit the Prism Tower → the spaceship that last touched the ball loses 13 size units instantly. Any spaceship reduced to minimum is eliminated immediately.
Special satellites are immune for the first 35 seconds of each round. After that, destroy them to claim their power.
Elimination phase — teams are knocked out one by one. When only two teams remain, the game enters Survival Mode.
Survival Mode — the last two teams compete in a head-to-head rally. First team to concede 3 goals loses. Winner takes the round.
Final scores determine leaderboard rankings and tournament progress.
Unlock order: Play 100 games in 4P → unlock 8P + team creation. 100 in 8P → 16P. 100 in 16P → 32P. Every 100 total games = level up.