The basic defense

Space Attacks is a portrait shooter where enemies descend toward Earth. Move left and right, fire upward, and prevent the invasion from breaking through the defensive wall and exhausting the remaining lives. On desktop, Arrow keys or A and D move, and Space fires. Mobile controls appear on screen and can be repositioned.

Keep moving enough to line up shots, but do not sweep from edge to edge without a target. Crossing the whole screen can place the ship under a new projectile lane while leaving the current enemy column untouched.

Wave perks build the run

Clearing a wave presents three perk choices.

Perks stack, so the run becomes a build rather than a fixed ship. Options can improve fire rate, bullet speed, double shots, wall armor, wall repair, explosive bullets, wall turrets, lives, and the charging special systems.

Choose perks that solve the current weakness and support one another. Faster fire rate works well with double shots and explosive bullets. Wall armor and repair support turret-heavy defense. A special-meter perk is strongest when the basic weapon can survive long enough to charge it.

Special meters and their thresholds

  • The HUD tracks Rocket at 30 charge, Orb at 40, Laser at 50, Ice at 100, and Nuke at 500. Firing and fighting build access to these abilities. Because each threshold is different, the smaller specials should be treated as regular tactical tools while the Nuke is a long-term emergency resource. Do not hold every charged ability for a perfect moment that never arrives. Spend Rocket, Orb, Laser, or Ice when they prevent a wall breach or clear a pattern that the standard weapon cannot handle. Preserve the Nuke for a screen state that would otherwise end the run.

What each special is for

Rocket provides focused explosive force. Laser cuts through a line. Electric Orb controls space with repeated electrical pressure. Ice slows or freezes the invasion and creates time to reposition. Nuke begins a countdown and then expands from the center into a large clearing blast.

Match the shape to the threat. A line of durable enemies is a Laser problem. A dense cluster may justify Rocket or Orb. Ice is valuable when multiple columns are close to the wall because the time gained lets the normal weapon finish them. Nuke should reverse a collapse, not erase an already safe wave.

Wall and turret economy

The defensive wall buys time. Wall armor makes each section harder to break, self-repair restores damage, and wall turrets add automated fire. Those perks become more valuable together because a surviving wall gives its turrets more time to contribute.

Offensive perk combinations

Rapid Fire plus Faster Bullets makes aiming more forgiving and increases damage uptime. Double Shot increases coverage, while Explosive Bullets convert accurate hits into group damage. These are especially effective when several small enemies descend in adjacent lanes.

Against tougher enemies, raw damage and special-meter support may be better than maximum spread. Watch whether the run fails from too many targets or from one durable threat reaching Earth, then choose the next perk accordingly.

A wave-by-wave decision rule

At the beginning of each wave, scan the center and both edges, then establish a firing lane. Use the smallest charged special that prevents a breach. After the clear, choose the perk that answers the most recent danger rather than the most exciting description.

If the wall is stable but kills are slow, buy offense. If the ship clears enemies but occasional projectiles create losses, add speed, wall support, or extra lives. If a single crowded wave ends otherwise strong runs, invest in area damage or meter charging.

A dependable first build

  1. Start with fire rate or bullet speed, then take double shot or explosive bullets when offered. Add one defensive wall perk before the middle waves. Develop one special path instead of choosing every meter upgrade once. Keep the Nuke as a recovery tool after it becomes available.

  2. Space Attacks rewards a build with a clear purpose. Strong basic fire handles ordinary waves, a protected wall absorbs imperfect movement, and one or two developed specials solve the formations that basic shots cannot.

Practice this guide

Play Space Attacks

Open the current Free Play Bay build to practice the exact mechanics and examples described above.

Open Space Attacks