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SpaceWar

Features & Release Notes

Detailed page for game feature notes, patch details, and release history.

Game Overview

SpaceWar is an arcade space survival game where you build your loadout, choose a game mode, survive waves of enemies, collect upgrades, and earn rewards based on your performance.

There are now two game modes: Survival, the classic spaceship-focused mode, and Drone Room, a drone-focused arena mode. Your progress is tied to your selected spaceship, selected drone, score, survival time, kills, upgrades collected, and the game mode you play.

The longer you survive and the more enemies you destroy, the better your run can become. Runs feed into backend rewards, quests, leaderboards, garage upgrades, and long-term account progression.

Game Modes

Survival

The classic spaceship-focused mode.

  • Control your spaceship while enemies attack from ahead.
  • Survive as long as possible, destroy enemies, collect upgrades, and keep your score climbing.
  • Focuses on spaceship health, score, weapon damage, drone support, time survived, upgrades, and enemy waves.
  • If you stop destroying enemies for too long, the void catches up and the run ends.

Drone Room

A drone-focused arena mode where your selected drone becomes the center of the action.

  • Enemies approach from all directions around the drone formation.
  • Drones automatically target nearby enemies inside the camera area.
  • Focuses on drone count, drone damage, kills, enemy types, time survived, pickups, and rising pressure.
  • The backend calculates the final score from survival time, kills, enemy counts, upgrades, and drones gained.

Drone Room Pressure

Enemy spawning starts slowly, then scales quickly as the run continues.

  • Start: 1 enemy every 3 seconds.
  • 30 seconds: 1 enemy every 2 seconds.
  • 1 minute: 1 enemy every 1 second.
  • 1.5 minutes: 2 enemies per second.
  • 2 minutes: 4 enemies per second, then the spawn rate keeps increasing.
  • Active enemies are limited so the arena stays playable.

Feature Details

Upgrades

Upgrades appear during gameplay and change the run immediately.

  • Upgrade types include damage, health, and drone upgrades.
  • In Survival, upgrades appear as world targets that can be destroyed or collected through gameplay.
  • In Drone Room, upgrades can drop after enemy kills as glowing pickup spheres with labels.
  • Higher enemy score multipliers can increase upgrade drop chances.

Drone Room Drones

Drone upgrades add real drones to the arena.

  • Drones form rotating rings around the center point.
  • Up to 6 drones can fill the first circle.
  • Up to 6 more drones can fill a second circle.
  • Drone Room supports a maximum of 12 drones, each able to target and shoot nearby enemies.

Enemies

Enemies are loaded from backend data and can have different stats.

  • Enemy data can include name, health, collision damage, speed, spawn chance, and score multiplier.
  • Enemies can also define scene paths, image paths, drop groups, and active state.
  • In Drone Room, enemies move toward the drone formation center.
  • Collision damage is applied when enemies reach the player.

Rewards

At game over, the run is submitted to the backend and rewards are calculated.

  • Rewards can include coins, experience, diamonds, reward tickets, level progress, and level-up rewards.
  • Boost values can add bonus coins or diamonds depending on active bonuses or account state.
  • The game over screen updates the player profile after the backend response is received.
  • Players can restart the run or return to the main menu.

Quests and Leaderboards

Daily goals and ranked runs give players more reasons to return.

  • Daily quests show progress, targets, reward type, claim status, and refresh timer.
  • Claimed quest rewards update the player economy and play a small reward animation.
  • Leaderboards support multiple game modes with previous and next controls.
  • Top ranks are highlighted, and the current player's row can be highlighted when visible.

Garage and Themes

Players can upgrade their loadout and personalize the look of their runs.

  • The garage supports spaceship and drone selection, purchases, upgrades, rarity effects, and 3D previews.
  • Ships and drones can have stats such as health, damage, hit rate, and rarity.
  • Themes can be previewed, downloaded, deleted, and set as the default background.
  • Theme support is available in both Survival and Drone Room.

Main Enemy Name

Current revealed main enemy name: Groster.

Enemy Reveal Status

  • Enemy name currently disclosed: Groster.
  • Additional enemy details are intentionally hidden for now.
  • More details will be unveiled once we collect enough samples of Grosters defeated in live gameplay.

Details Teaser

  • Health details? Damage patterns? Spawn behavior? Rare variants?
  • Stay tuned: Groster intelligence report is coming soon.

Rarity System (Clear Breakdown)

SpaceWar uses rarity tiers for progression content. In backend logic, ships and drones are mapped into value bands and eligibility tiers so higher-value content appears under stricter conditions.

Ship Rarity / Value Bands

  • Common: coin cost 20,000 to 40,000.
  • Rare: coin cost 50,000 to 100,000.
  • Epic: coin cost 120,000 to 180,000.
  • Legendary: coin cost 200,000+ or diamond cost 5,000+.
  • Galactic: diamond cost 10,000+ (highest ship value band).

Drone Rarity / Value Bands

  • Rare: coin cost 15,000 to 30,000.
  • Epic: coin cost 75,000 to 130,000.
  • Legendary: coin cost 150,000+ or diamond range 3,000 to 5,000+.
  • Drones are tier-filtered separately from ships to keep reward pacing balanced.

Card Draw Logic (Detailed)

Draws are ticket-based and generated through weighted logic. The system first picks reward type (resource / spaceship / drone), then applies tier filtering and value/rarity eligibility.

Reward-Type Weighting

  • Default weighted selection includes resources, spaceships, and drones.
  • When high-value options are unavailable, weights auto-adjust to valid categories.
  • Resource rewards are intentionally common for stable progression pacing.

Tier Eligibility Rules

  • Low tier: primarily resource-focused; ships/drones are gated out.
  • Mid tier: ships from common/rare bands, drones from rare band.
  • High tier: ships from rare/epic bands, drones from rare/epic bands.
  • Super tier: highest reward band with strict gating for premium outcomes.

Legendary / Galactic Gating

  • Legendary and Galactic ship outcomes are not always eligible.
  • Eligibility is gated by very high difficulty and confidence thresholds.
  • Super-tier chance is bounded (about 1.5% to 4.0%) when those conditions are met.

Resource Weighting and Ranges

  • Resource pick weighting favors coins, then XP, then diamonds, with achievement points being rarer by design.
  • Resource quantities scale by tier; higher tiers return larger payout ranges.
  • Achievement-point rewards are intentionally constrained to preserve Skill Tree progression balance.

How Level Affects Game-Over Rewards (Exact Logic)

Step 1: Core Runtime Inputs

  • Kills are derived from combat score and directly influence reward scaling.
  • Coin and XP rewards are calculated from overall run performance and kill output.
  • Survival time contributes to premium reward potential along with kill performance.

Step 2: Level-Driven Coin Bonus

  • Your current level defines a coin economy boost percentage.
  • That percentage is applied on top of your base coin reward.
  • Higher levels therefore increase final coin payout at game over.

Step 3: Level-Driven Diamond Bonus

  • Diamond rewards unlock only after high kill performance in a run.
  • Base diamond gain is capped by your current level configuration.
  • On top of that, level progression can add a flat diamond bonus.
  • This means level growth improves both reliability and amount of diamond rewards.

App Screens

SpaceWar screenshot 1 SpaceWar screenshot 2 SpaceWar screenshot 3 SpaceWar screenshot 4 SpaceWar screenshot 5 SpaceWar screenshot 6 SpaceWar screenshot 7

Release Notes

v1.1.0

  • Added two-mode game info covering classic Survival and the new Drone Room arena mode.
  • Documented Drone Room enemy pressure scaling, upgrade drops, drone rings, and backend score handling.
  • Updated progression notes for mode-specific rewards, leaderboards, garage support, and themes.

v1.0.0

  • Core ship-focused combat loop finalized with scaling enemy difficulty over run time.
  • Upgrade target interactions stabilized (ship-only target damage behavior).
  • Economy, progression, and reward systems aligned for production release.

v0.9.x Series

  • Drone, damage/health scaling, and run-balance tuning across core combat modules.
  • Account systems improved for guest flow, linking, and support workflows.
  • Card draw, tickets, and progression data integrity hardened with admin tooling and fixes.

Upcoming

  • Detailed per-feature changelog entries (combat, drones, economy, skill tree, draws).
  • Each patch note will include player-facing impact and balancing intent.

Ad Rewards: Coin/Diamond Percentage Rules

Ad rewards are not hardcoded as one fixed percentage. They are configuration-driven through backend ad_types and ad_rewards tables.

Ad Types and Daily Limits

  • Coin Ads: up to 10 per day (default configuration).
  • Diamond Ads: up to 5 per day (default configuration).
  • Limits reset daily; cooldown is intentionally disabled in current logic.

Chance Percent (The Actual Percentage Control)

  • Each reward entry has chance_percent in ad_rewards.
  • For a selected ad type, backend rolls weighted random using those percentages.
  • So the coin/diamond reward percentage depends on current admin configuration, not fixed code constants.

What This Means for Players

  • Coin ads and diamond ads are deterministic in daily cap, but probabilistic in reward outcome.
  • If percentages are changed in admin configuration, ad reward distribution changes immediately.
  • This allows balancing economy without shipping a new game client build.