Sky Fighter

Fly the lower sky and clear wave after wave. You never press a fire button — your fighter shoots on its own, so where you fly is where you aim.

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The sky, and how a run ends

The board is 360×640 units. Your fighter flies freely — up, down, left and right — through the lower sky, below the band where enemies enter, and enemies come from the top a wave at a time. Which formations enter comes from a fixed seed together with the stage and wave number, so every player meets the same waves on the same stage, and a golden test keeps them that way.

Controls

One gesture and no fire button is what makes this playable with a thumb on a bus. It also means nothing on screen has to explain itself in fourteen languages.

Six silhouettes, and what a hit does

There are six kinds of enemy and you tell them apart by silhouette — all of them fly nose down. Size decides how much a craft can take and what it pays; the kind decides its shape, its gun and the way it flies.

Within a cascade, the smaller the craft, the more it scores — a bomber pays 10, the fighters it becomes pay 20 each, the scouts after that 30. The two large kinds also grow tougher as stages climb; scouts and darters stay one-shot kills for the whole hundred.

Three of the six shoot back

Crates, hearts and the four ways you get stronger

Your weapon grows along four independent axes, and every step comes from something you caught in the air. Power makes each shot hit harder. Rapid shortens the pause between shots. Spread adds barrels, from a single gun to five in a fan. Missile adds homing missiles that lock onto the nearest enemy the moment they launch. Each axis has its own cap, and the HUD folds the whole arsenal into one short line — P2 R1 S3 M1.

The 100 stages, the bosses and the help you get

A stage holds 4 to 6 waves, later stages are faster and busier, and a run can start from any stage you have already cleared. Every tenth stage is a boss. Instead of waves, one large machine descends — with its own health bar at the top of the screen, in the band your ship cannot enter.

What changes with the stageStage 1Stage 100
Waves in the stage46
Enemies entering a wave3 (final wave: 4)6 (final wave: 7)
Kinds that may enter35
Share of craft that shoot or dive at youabout 4 in 10about 9 in 10

Statistics are runs, stages cleared, best score and total play time. No streaks, and no online ranking — a leaderboard is a server someone has to keep paying for.

Questions people ask

How do I shoot?

You do not. Your fighter fires by itself, all the time, so the only thing you control is where it is.

Do I lose a life when an enemy flies past me?

No. It just leaves, and all you lose are the points it would have scored. Only touching one, or being shot, costs a life.

Which enemies shoot back?

Three of the six kinds: bombers fire straight down, heavy bombers drop a three-shot curtain, and gunships aim at you. What bombers and fighters split into is unarmed — but a heavy bomber splits into two gunships, so that one cascade ends louder than it began.

Do I keep my upgrades when I clear a stage?

Yes. Upgrades and lives carry from stage to stage for the whole run, and they reset only when the run ends. The next run starts fresh: 3 lives, one bare gun.

Does getting hit weaken my weapon?

No. A hit costs one life and nothing else — lives and weapons never touch. You also get 1.2 seconds of invulnerability to fly clear.

Can I save a run and come back to it?

No. Restoring a real-time sky would only drop enemies on you the moment it loaded, so a run you leave is discarded — but retrying costs nothing, cleared stages stay cleared, and a new run can start from any of them.

Everything described here is implemented in the open: read the source code on GitHub.