SURVIVE
Move with arrows, the mobile stick, or a gamepad. Evade with Shift / mobile E / RB and Parry with F / mobile P / RT. Base costs are 34 / 26 RFX; Easy lowers them to 26 / 20 and Normal to 30 / 23, while Hard and Nightmare use the base costs. Normal Evade covers 60% of the original distance, while Just Evade keeps full travel. Normal Evade and a successful Counter grant 0.5s of invulnerability; a Just success extends it to 1s and protects Orbit durability. Parry after a rush commits to reverse its momentum: basic chargers are destroyed, elites enter Groggy, and bosses gain 65/100 GROGGY toward a long weak-point window. Straight chase dives, elite charges, and boss rushes now launch above faster minimum speeds with a tackle-impact sound. Trigger either action as an incoming attack touches the inner-orbit ring to earn a Just refund worth twice its cost. Invulnerability traces the ship in blue and violet, then dissolves as white fragments over its final 0.12s. Just Evade starts a 0.78s Time Slip, instantly forces the maximum ATK firing pattern with yellow, white-cored trail shots, and keeps its empowered fire for 0.5s after Time Slip ends. Just Counter slows the world, restores Burst / ATK / Boost, reflects the triggering attack, and launches a 0.42s omnidirectional wave that reaches 680 units and deals 2.4 damage once per enemy. Until wave 10, only elites and bosses fire bullets. From wave 11, Lancers use a 0.12s warning sound, hold a deliberate 0.24s silence, then release a distinct launch effect and an ultra-fast 1900+ unit/s arrowless beam. Unless Parry counters it, a beam passes through every hit and remains active until its complete body leaves the playfield; Parry consumes the hostile original and locks its reflected course at the counter instant.