MOTHERSHIP DETECTED
Anomaly signature confirmed — hostile carrier inbound.
CARRIER UFO · MOTHERSHIP ACTIVE
SEQUENCE:
Endless Wave Runner
Locked for this run — effects stack from the choice made at New Game. Quit to change it.
NEW HIGH SCORE
WAVE —
3–10 characters · letters, numbers, dash, underscore · blank is fine, just skip
HIGH SCORES
ASHLIGHT FRONTIER — UFO ENCOUNTER SYSTEMS
Training and Simulation Module — Ashlight Science and Exploration Division

Simulation initialized. This module runs an endless wave defense scenario: protect the tagged non-synthetic life population from abduction while sustaining turret coverage across escalating incursions. There is no scripted end state — the scenario runs until the defense grid collapses. (Scoring: wave reached is what's ranked. Efficiency only breaks ties.)

You'll place turrets from inventory, manage possession-mode control of individual units, and hold the line as pressure increases wave over wave.

Explore. Engage. Survive. Repeat.

— ASH

New Game shows only what a player should see — Dev Mode reveals every tuning slider and test control built so far. Nothing is lost either way; this only changes what's visible. Extras is a placeholder stub for the packaged build. Esc reopens this menu once a run is active — Continue resumes, Quit ends the run and unlocks Settings again.
Created By SHANE TYAS — coding supported by Claude Sonnet 5 / GPT 5.5 High · 2026 Copyright. All rights reserved.
FPS--
UFO0
PROJ0
FX0
MINIMAP
CREDITS0
POWER
0/100
COMPUTE
0
RESEARCH
0
GLOBAL
ELEVATION
READY
2 PAINT TARGETSearmark
3 ORBITAL STRIKEearmark · CD
4 + SLOTunassigned
VFX TUNING — press ~ to toggle

RIPPLE

Width
Emission
Coverage
Speed
Decay
Flare

SHIELD FX

Opacity
Base color
Impact color

TURRET RANGE

Ring opacity

PLASMA LOCK

Mode
Core color
Glow color
Core emission
Glow emission
Core width
Glow width
Bend amount
Whip speed
Jitter amount
Jitter speed
Branch rate
Branch life
Pulse speed
Pulse depth
Attach emission

MISSILE CAMERA FEED

feed disabled

TURRET ROSTER

FX / DATA REGISTRY

loading asset registry / previews…

AUDIO — PHASE 4B ECONOMY/LIFECYCLE

context: — · unlocked: —
CTX  —
no events yet — click BEGIN or a test button to unlock audio
click stage to place turret · right-click removes · click turret for repair modal

TURRET

ID
Type
Power
Health
UTILITY SLOTS
DPS
RATE
RELOAD
ACTIVE CARDS — THIS CLASS
Repair amount/cooldown are set in Dev Mode (Turret Handling) — currently . Not duplicated here on purpose; one real source of truth instead of two sliders that could drift apart.
RANK —
HULL
SHIELD
no module
DPS
RATE
RELOAD
ACTIVE CARDS — THIS CLASS

ENCOUNTER OVER

DEFENSE COLLAPSED

WAVE COMPLETE

REARM & RESUPPLY

Step 2 of the run loop — spend, then proceed to defense prep. Shop-only; not available in raw sandbox/Encounter Active testing.

DEFENSE PREPARATIONS

Arrange turrets, assign inventory, check the roster — battlefield's live below. Wave begins automatically when ready hits zero, or press early.

SEEK
TURRET / UFO ENCOUNTER LAB v3.17 — WAVE COMPLETE + ENCOUNTER ARM

Encounter Control

Unchecked: place turrets, spawn waves, and test freely — no ending banners fire, this is sandbox mode. Checked: resets to a clean slate and arms both the defense- collapse loss condition and wave-complete win detection. This is the actual "begin encounter" gate — nothing below counts as a real mission until this is on.
Off (default): wave size capped at 32, turrets capped at 10 — the sane, conservative range. On: wave size up to 100, turrets up to 30, for deliberately finding the real upper limit rather than guessing it. Watch the FPS readout — under 50 gets flagged amber, under 42 logs a warning.

Encounter Setup

A curated run — its own starting turrets, credits, and wave target — separate from the raw sandbox toggle above. Begin Run arms the exact same win/loss gate Encounter Active does (same encounterArmed flag, same dev-button lockout, same loss detection), it just configures the starting state before arming it. Nothing here forks or duplicates that logic.
Presets fill the fields below — starting turrets, credits, credit rates, wave target, and turret range — every value stays a real slider/input you can still hand-tune after picking one.
Credits / wave
Credits / kill
Credits / protected
Defense prep timer
After the shop closes, this much time to arrange turrets/inventory with the battlefield visible before the next wave auto-starts. Always skippable early.
Protect pays above kill on purpose — the original design goal was that protecting animals should never be the worse choice versus just farming kills to end the wave faster. First real numbers, not tuned by playtesting yet — that's what these sliders are for.

Turret Placement

Inventory (dev)

Quick way to seed inventory for testing without buying from the shop. Turret items place for real (same placeTurret() the quick-place buttons use). Shield Core sockets for real too — same stats as Shield Generator MK1, click an empty utility slot on a selected turret to attach it.

Wave Director

Wave size
Max abductors
UFO speed
UFO health
Shielded %
Saboteur %
Saboteur is a separate, additional roll — checked at spawn same as elite/shielded, not instead of them. Mission-locked to building destruction (power stations, Arclight Spires) for its whole life; only breaks the lock while confused, and only spawns at all if a valid building target actually exists.
Shield HP
Evade chance
Min height
Max height
Evade height
Evade drift
Spawn gap
Time limit (0=off)
Abduct lift
Abduct max alt
Abduct decay
Ring radius
Ring spin
Ring height
UFO damage
UFO fire rate
Wave director assigns tasks (scan/abduct/attack/retreat) to idle UFOs directly — no per-UFO state machine, one weighted pick per idle UFO per tick.

Missile Cockpit (hero mode)

Focus command ready. Lock a target, then press F or use the button.
Pointer-lock mouse aim. Reticle red = missile lock. Click/Space fires. M cycles missile camera. F = group focus command.
Cam height
Cam back
Cockpit camera sits at the turret base plus this much height, pulled back this far along the aim direction — tune live to sit just above/behind the barrels instead of inside them. 0 back / low height reproduces the old clipping position.

Missile Finesse

Rate
Damage
Speed
Fuel
Reacquire
Turn
Ammo box size
Rounds credited to a turret's own ammo stock each time a box gets assigned (see the turret modal's ordnance chips). Confirmed default: 20 — same number the ammo assignment earmark settled on.

Laser / EMP Finesse

Laser rate
Laser dmg
Laser speed
EMP rate
EMP radius
EMP proximity
EMP flash
EMP fall G

Turret Handling

Range
Track
Aim gate
Turret HP
Repair amt
Repair CD
Focus dur
Focus CD
HP bar size
Power grid capacity
Missile 8 · Laser 10 · EMP 14 kW base draw, MK2 ×1.5. 10 turrets at a mixed MK1 loadout lands around 80-100 — the cap and the power budget hit close to the same point on purpose, so the meter is the real reason for the cap, not a second arbitrary number sitting next to it.