A vertical-scrolling shooter where you read the paths of screen-filling enemy bullets and thread your ship through the narrow gaps between them. No installation, no registration — free to play right now. Both keyboard and touch input are supported. 12 enemy types and 3 boss lines appear, and as stages progress enemy durability, bullet speed, and fire rate all increase.
Grazing an enemy bullet that passes within 14px of your ship's center earns 50 points per bullet. Combo multiplier grows with each kill, up to a maximum of 16x. At the end of a stage you earn kills x 50, grazes x 20, plus a no-miss bonus of 10,000 x stage number.
Credits, skins, themes, loadouts, and settings are stored only in this browser's localStorage and are never sent to any external server. You can reset everything anytime with WIPE DATA in OPTION. There is no account sync, so data does not carry over to another device.
Destroyed enemies occasionally drop items. An item is pulled toward your ship within 60px and collected within 24px. P (Power) raises your weapon level by one, up to level 4; B (Bomb) adds one bomb; L (Life) adds one life; and G (Gem) awards 300 points immediately. Your weapon grows from 2-way to 3-way, then 3-way with rear side shots, and finally 5-way with side shots as power level rises, and your equipped skin further changes fire rate and bullet damage.
Pressing X gains three seconds of invulnerability, clears every enemy bullet on screen for 10 points each, and deals 60 damage to every visible enemy and the boss. Bomb stock can be raised to a maximum of six through item drops, so saving one as a last resort for tight moments is the standard approach. Your first extend, granting one extra life, arrives at 20,000 points, and further lives follow every 50,000 points after that. Lives themselves can also be raised to a maximum of six through item drops, giving players of any skill level a steady way to keep playing.
Each stage contains 16 to 22 enemy waves. Once all waves are cleared, the screen flashes red with a WARNING sequence and the boss appears. Defeating the boss clears the stage and leads straight into the next one. Waves within a stage are divided into three acts, an opening 35%, a middle 40%, and a final 25%, and each act draws from a different enemy pool, so density and variety both increase gradually even within a single stage. Enemy unlocks also progress by stage: stage 1 uses only the four basic types (dart, sine, orbiter, turret); stage 2 adds weaver and sniper; stage 3 adds splitter and bomber; stage 4 adds aegis and miner; and all 12 types mix together from then on.
VOID STRIKER currently includes 12 enemy types (dart, sine, orbiter, turret, tank, carrier, weaver, sniper, splitter, bomber, aegis, and miner) and three boss archetypes: vanguard (mechanical mobile type), serpent (mobile type), and fortress (fortified type). Stages have no upper limit, forming an endless design where defeating a boss leads straight into the next stage. Bosses rotate through the three archetypes according to
(stage - 1) % 3
, with vanguard appearing on stages 1, 4, and 7; serpent on 2, 5, and 8; and fortress on 3, 6, and 9. See the Enemy Guide and Boss Guide for detailed behavior, durability, and strategy.
Every scaling calculation uses an effective stage,
S = min(actual stage, 8)
. Difficulty rises steadily through stage 8, after which S stays fixed at 8. Concretely, enemy HP rises up to about 2.54 times its base value, enemy bullet speed rises up to about 1.7 times, and firing intervals shrink to about 54% of their base length. Boss HP grows from 900 at stage 1 to as much as 3,420, while safety measures such as the one-second invulnerability during phase transitions, the sniper's 0.6-second telegraph, and the fortress's minimum internal wall-gap width of 56px remain unchanged at every difficulty. See Difficulty Scaling for the full formulas behind a curve designed to stay fair while supporting endless play.
The HANGAR on the title screen lets you spend credits earned through play on six ship skins (STRIKER, DELTA WING, TWIN LANCE, PHANTOM, VORTEX, and OMEGA) and six color themes (NEON VOID, SUNSET DRIVE, GREEN CODE, BLOOD MOON, DEEP FREEZE, and AMBER CRT). Skins change more than appearance: fire rate, bullet damage, extra bullets, and spread angle all vary, and more expensive skins are tuned to reliably increase overall damage per second. Themes, on the other hand, have no effect on gameplay values and simply let you swap the entire on-screen color palette. Compare exact prices and performance in the Skin and Weapon Catalog and Theme Catalog.
Credits use a simple economy: your score at game over, divided by 100 and rounded down, is added directly to your balance. You also have a personal eight-digit referral code, shown on the title screen's CODE menu, and when another player enters it, both of you receive 300 credits. The final digit of every code is a check digit calculated from the first seven, so a randomly guessed string is unlikely to pass validation. See Credits and Referral Codes for how to spend credits and the exact code format.