Redshift

Redshift is a flash game developed by Diseased Productions as a sequel to Blueshift. First published on Kongregate, it's a side-shooter bullet hell where the player controls a single fighter spacecraft among a small squadron against the varied enemies of the local solar system.
==Controls==
*Up/Down/Left/Right Arrow Keys: Move Ship or Scroll Selection
*A: Shoot Weapon or Choose Selection
*S: Activate Shield
*D: Detonate EMP (when ready)
*P: Inventory/Menu
*M: Toggle Sound
==Story==
What starts as a a fighter squadron's humble patrol quickly escalates into all-out war as incidents of sabotage and terrorism engulf the nearby worlds. The risk of nuclear attacks and an alien invasion forces measures in the form of pure kinetic action to ensure security. The player fights enemies to the outer reaches of the system, eventually chasing them out after a long and weary campaign. However, a final mission hints at more to come with a foreboding, pseudo-endless battle lead by a powerful, undefined entity.
==Gameplay==
The menus support both keyboard and mouse navigation. The player assumes control of a single fighter tasked with clearing out any and all hostiles. To accomplish this, the player first chooses one of three pilots; each has their own fighter of choice and unique set of benefits:
*Hammet: Pilots a blue fighter with high speed and has a 15% chance of dodging enemy bullets
*Mayday: Pilots a green fighter with lower speed and gains additional health per level up
*Clarke: Pilots a red fighter with moderate speed and gains additional ATP per level up
After selecting a character, the game opens up the map showing the local solar system. The game starts out at a planet named Dimora, where the first playable mission is available. Completing missions expands the campaign selection, revealing up to 11 different worlds and 25 total missions that are replayable at any time. The objective of every mission is to simply destroy any enemy that dare approach, including the boss enemy that appears at the end of the level. Defeating enemies rewards the player with EXP that goes to increasing player level. Each level achieved increases total health by 8 and ATP by 2, plus an additional health or ATP bonus that scales with level for the pilots Mayday and Clarke, respectively. All pilots share the same level, so the player is free to swap characters when appropriate to obtain the desired bonus.
All missions consist of a set of predefined waves. Non-boss enemies enter the screen in waves coming from the right, and most stop after a short distance to begin shooting. Basic enemies fire more or less in front of them in either a wave or spread pattern, but more advanced enemies can aim to varying degrees. Some enemies take the form of kamikaze drones, moving laterally across the screen in hopes of ramming into the player to deal heavy damage. They can be allowed to pass through to the other side, only to spawn in again to try another run indefinitely. In any case, all spawned enemies of a wave must be destroyed to proceed. At the end of every mission is a large boss enemy with high health, stronger attacks, and an appropriately increased EXP reward. Unlike normal enemies, they come from the left side of the screen, and have an (or multiple) exposed hitbox(es) much smaller than their actual size. Bosses are the culmination of a mission, and upon their defeat, the mission is considered completed.
The player begins armed with a modest machine gun and a basic shield. The primary way to obtain new equipment is to collect the pickups that the enemies drop. New equipment is added to the player's inventory, which can be accessed by pressing P. A light grey pickup is a weapon, a blue-grey pickup is a shield, and a burgundy pickup is a full, immediate repair. Drops are largely random, but high-quality equipment never drops as often as poorer ones. Unused equipment in the inventory can be recycled, contributing to a counter that fills up with each recycled item. Upon recycling 5 items, the player can then use the redeem function to generate a new piece of equipment. The amount of available redemption can stack indefinitely, so there's never any rush to clear out the inventory. There is nearly 200 different equipment obtainable, and it is up to the player find which works best for them.
==Weapons==
Weapons are the primary means of inflicting damage on the enemy. Both their stats and fire mode vary widely. 
*Bullets Per Shot - How many projectiles the weapon fires at a time.
*ATP - Attack Power; this value is added to the player's ATP and determines how much damage each projectile does per hit.
*ACC - Accuracy; a value determining the ratio of hits to missed attacks. A value of 2 means that it takes on average 2 shots to experience a miss. A value of 10 means it takes 10 hits to experience a miss. In short, higher values are better. This stat is NOT the weapon's spread or bullet distribution, as this is more dependent on weapon type.
*RoF - Rate of Fire; the value displayed shows how many frames the weapon takes to fire. There are 30 frames per second, so dividing 30 by the displayed RoF stat determines the amount of shots per second, Lower numbers means faster firing.
*LCK - Luck; this is a ratio determining how often the weapon's damage will deal a critical hit. A ratio of 100:1 means that 1 hit out of every 100 will deal double damage. A lower ratio means more frequent crits.
===Lateral Kinetic Weapons===
These weapons shoot a single bullet in a straight line.
ID	Name 	ATP	ACC	RoF	LCK 	Description
1 	Standard Machinegun 	0 	10 	7 	100:1	A weapon that fires normal bullets in succession.
2 	Broken Machinegun 	-5 	2 	15 	150:1	A damaged weapon that fires normal bullets in succession.
3 	Standard Machinegun+ 	5 	10 	7 	90:1 	A weapon that fires normal bullets in succession.
4 	Assault Machinegun 	20 	5 	6 	50:1 	A weapon that fires normal bullets in succession.
5 	Kit Machinegun 	10 	2 	5 	150:1	A home made machinegun of marginal build quality.
6 	Assault Machinegun+ 	20 	5 	5 	50:1 	A weapon that fires normal bullets in succession.
7 	Tuned Assault Machinegun 	30 	6 	5 	45:1 	A tuned weapon that fires normal bullets in succession.
8 	Tuned Assault Machinegun+	35 	6 	5 	40:1 	A tuned weapon that fires normal bullets in succession.
9 	Light Gatling Gun 	-10	3 	2 	75:1 	A weapon that rapidly fires normal bullets in succession.
10	Light Gatling Gun+ 	-10	3 	1 	75:1 	A weapon that rapidly fires normal bullets in succession.
11	Gatling Gun 	0 	5 	2 	50:1 	A weapon that rapidly fires normal bullets in succession.
12	Gatling Gun+ 	10 	3 	1 	50:1 	A weapon that rapidly fires normal bullets in succession.
13	Battle Gun 	40 	7 	5 	50:1 	A weapon that fires normal bullets in succession.
14	Battle Gun+ 	40 	9 	5 	50:1 	A weapon that fires normal bullets in succession.
15	Flak Cannon+ 	150	10 	25 	10:1 	A weapon that fires powerful bullets in succession.
16	Precision Machinegun 	20 	10 	4 	50:1 	A weapon that fires normal bullets in succession.
17	Precision Machinegun+ 	25 	10 	4 	30:1 	A weapon that fires normal bullets in succession.
18	Diamond Edge Machinegun 	20 	7 	2 	25:1 	A high performance weapon that fires normal bullets in succession.
19	Diamond Edge Machinegun 	25 	9 	2 	15:1 	A high performance weapon that fires normal bullets in succession.
===Shotguns===
These weapons fire in a spread shot pattern.
ID	Name 	BPSh	ATP	ACC	RoF	LCK 	Description
21	Standard Shotgun x2 	2 	-5 	5 	5 	75:1 	A weapon that fires two bullets in a V pattern.
22	Rusted Shotgun x2 	2 	-20	2 	8 	150:1	A damaged weapon that fires two bullets in a V pattern.
23	Assault Shotgun x2 	2 	0 	5 	4 	50:1 	A weapon that fires two bullets in a V pattern.
24	Flak Shotgun x2 	2 	30 	20 	25 	50:1 	A heavy weapon that fires two bullets in a V pattern.
25	V-COMBAT Shotgun x2 	2 	40 	8 	3 	50:1 	A specialized weapon that fires two bullets in a V pattern.
26	Standard Shotgun x3 	3 	-5 	5 	5 	100:1	A weapon that fires three bullets in a spread pattern.
27	Combat Shotgun x3 	3 	10 	5 	4 	75:1 	A weapon that fires three bullets in a spread pattern.
28	Tuned Shotgun x3 	3 	20 	5 	4 	50:1 	A tuned weapon that fires three bullets in a spread pattern.
29	Carbon Edge Shotgun x3 	3 	35 	5 	4 	40:1 	A weapon that fires three bullets in a spread pattern.
30	Trident Shotgun x3 	3 	50 	8 	4 	40:1 	A precision built weapon that fires three bullets in a spread pattern.
31	Standard Shotgun x4 	4 	20 	5 	6 	150:1	A weapon that fires four bullets in a spread pattern.
32	Combat Shotgun x4 	4 	0 	5 	5 	100:1	A weapon that fires four bullets in a spread pattern.
33	Flak Shotgun x4 	4 	50 	20 	25 	50:1 	A heavy weapon that fires four bullets in a spread pattern.
34	Assault Shotgun x4 	4 	25 	5 	5 	75:1 	A combad[sic] developed weapon that fires four bullets in a spread pattern.
35	Steel Edge Shotgun x4 	4 	40 	6 	4 	50:1 	A premium weapon that fires four bullets in a spread pattern.
36	Standard Shotgun x5 	5 	-20	5 	6 	150:1	A weapon that fires five bullets in a spread pattern.
37	Tactical Shotgun x5 	5 	0 	5 	6 	150:1	A weapon that fires five bullets in a spread pattern.
38	Pounder Shotgun x5 	5 	-10	5 	3 	50:1 	A rapid-fire weapon that fires five bullets in a spread pattern.
39	Titanium Edge Shotgun x5 	5 	20 	5 	4 	75:1 	A tuned weapon that fires five bullets in a spread pattern.
40	Collateral Damage Shotgun x5	5 	35 	5 	4 	50:1 	A weapon that fires five bullets in a spread pattern with blatant disregard for surroundings.
41	Standard Shotgun x6 	6 	-25	5 	6 	150:1	A weapon that fires six bullets in a spread pattern. 
42	Doom Shotgun x6 	6 	0 	10 	5 	100:1	A weapon that fires six bullets in a spread pattern.  There will be no survivors.
43	Flak Shotgun x6 	6 	100	20 	25 	50:1 	A heavy weapon that fires six bullets in a spread pattern.
44	Diamond Edge Shotgun x6 	6 	30 	5 	5 	75:1 	A precision weapon that fires six bullets in a spread pattern.
===Laser Weapons===
These weapons hit instantly and can pass through multiple targets.
ID	Name 	ATP	ACC	RoF	LCK 	Description
46	Standard Laser 	0 	10 	6 	100:1	A weapon that fires a concentrated laser beam.
47	Focused Laser 	10 	10 	6 	100:1	A weapon that fires a focused laser beam.
48	Charged Laser 	50 	10 	25 	75:1 	A heavy weapon that fires a concentrated laser beam.
48	Refracted Laser 	5 	10 	3 	100:1	A weapon that fires a refracted laser beam.
49	Amplified Laser 	30 	10 	5 	75:1 	A weapon that fires an amplified laser beam.
50	Rapid Discharge Laser	10 	10 	2 	50:1 	A weapon that rapidly fires a concentrated laser beam.
51	Ruby Edge Laser 	40 	10 	5 	75:1 	A precision built weapon that fires a concentrated laser beam.
52	Diamond Edge Laser 	50 	10 	5 	10:1 	A precision built weapon that fires a concentrated laser beam.
53	Laser Cannon 	75 	10 	6 	50 	A heavy weapon that fires a concentrated laser beam.
===Grenade Launchers===
These weapons fires an arc of exploding grenades. Their trajectory limits their range.
ID	Name 	BPSh	ATP	ACC	RoF	LCK 	Description
56	Standard Grenade Launcher 	1 	5 	10 	8 	50:1	A weapon that fires arcing fragmentation grenades.
57	Frag-Plus Grenade Launcher 	1 	10 	10 	5 	50:1	A weapon that fires arcing fragmentation grenades.
58	Impact Grenade Launcher 	1 	20 	10 	8 	75:1	A weapon that fires arcing fragmentation grenades.
59	Double Grenade Launcher 	2 	10 	10 	8 	50:1	A weapon that fires double arcing fragmentation grenades.
60	Impact Double Grenade Launcher 	2 	20 	10 	8 	50:1	A weapon that fires double arcing fragmentation grenades.
61	High Yield Double Grenade Launcher	2 	50 	10 	5 	50:1	A weapon that fires double arcing fragmentation grenades.
62	High Yield Grenade Launcher 	1 	50 	10 	5 	50:1	A weapon that fires powerful arcing fragmentation grenades.
63	Triple Grenade Launcher 	3 	10 	10 	8 	50:1	A weapon that fires triple arcing fragmentation grenades.
64	Impact Triple Grenade Launcher 	3 	25 	10 	6 	50:1	A weapon that fires triple arcing fragmentation grenades.
65	Tri-Power Grenade Launcher 	3 	50 	10 	5 	50:1	A weapon that fires triple arcing fragmentation grenades.
66	Quad Grenade Launcher 	4 	5 	10 	8 	50:1	A weapon that fires four arcing fragmentation grenades.
67	Quad Impact Grenade Launcher 	4 	20 	10 	6 	50:1	A weapon that fires four arcing fragmentation grenades.
68	Foul-Four Grenade Launcher 	4 	45 	10 	5 	50:1	A weapon that fires four arcing fragmentation grenades.
69	Carbon Edge Grenade Launcher 	1 	75 	10 	4 	50:1	A weapon that fires arcing fragmentation grenades.
70	Steel Edge Grenade Launcher 	1 	50 	10 	3 	50:1	A weapon that fires arcing fragmentation grenades.
71	Double Edge Grenade Launcher 	2 	50 	10 	4 	50:1	A weapon that fires double arcing fragmentation grenades.
72	Triple Edge Grenade Launcher 	3 	60 	10 	5 	50:1	A weapon that fires double[sic] arcing fragmentation grenades.
73	Quad Edge Grenade Launcher 	4 	60 	10 	5 	50:1	A weapon that fires quad arcing fragmentation grenades.
===Rocket Launchers===
These weapons fire explosive, non-homing rockets.
ID 	Name 	BPSh	ATP	ACC	RoF	LCK 	Description
76 	Standard Rocket Launcher 	1 	0 	10 	2 	50:1	A weapon that fires a self propelled explosive.
77 	Crushing Rocket Launcher 	1 	25 	10 	25 	50:1	A heavy weapon that fires a self propelled explosive.
78 	Tactical Rocket Launcher 	1 	10 	10 	8 	50:1	A weapon that fires a self propelled explosive.
79 	Chain-Fed Rocket Launcher 	1 	15 	10 	4 	50:1	A weapon that rapidly fires a self propelled explosive.
80 	Assault Rocket Launcher 	1 	25 	10 	12 	50:1	A weapon that fires a self propelled explosive.
81 	Destructive Rocket Launcher 	1 	35 	10 	10 	50:1	A weapon that fires a self propelled explosive.
82 	Precision Rocket Launcher 	1 	50 	10 	20 	50:1	A weapon that fires a self propelled explosive.
83 	SPEC Rocket Launcher 	1 	40 	10 	10 	50:1	A weapon that fires a self propelled explosive.
84 	Destroyer Rocket Launcher 	1 	50 	10 	8 	50:1	A weapon that fires a self propelled explosive.
85 	Panzerfaust Rocket Launcher 	1 	75 	10 	5 	50:1	A weapon that fires a self propelled explosive.
86 	Double Rocket Launcher 	2 	-5 	10 	12 	50:1	A weapon that fires two self propelled explosives.
87 	Twin Rocket Launcher 	2 	10 	10 	10 	50:1	A weapon that fires two self propelled explosives.
88 	Detonator Double Rocket Launcher	2 	20 	10 	10 	50:1	A weapon that fires two self propelled explosives.
89 	Cascade Double Rocket Launcher 	2 	20 	10 	3 	50:1	A weapon that fires two self propelled explosives.
90 	SPEC-V Rocket Launcher 	2 	50 	10 	10 	50:1	A weapon that fires two self propelled explosives.
91 	Triple Rocket Launcher 	3 	0 	10 	12 	50:1	A weapon that fires three self propelled explosives.
92 	Tri-Power Rocket Launcher 	3 	15 	10 	10 	50:1	A weapon that fires three self propelled explosives.
93 	Heavy Triple Rocket Launcher 	3 	75 	10 	25 	50:1	A weapon that fires three self propelled explosives.
94 	Cascade Triple Rocket Launcher 	3 	20 	10 	3 	50:1	A weapon that fires three self propelled explosives.
95 	Trident Rocket Launcher 	3 	60 	10 	10 	50:1	A weapon that fires three self propelled explosives.
96 	Quad Rocket Launcher 	4 	-5 	10 	12 	50:1	A weapon that fires four self propelled explosives.
97 	2x2 Rocket Launcher 	4 	10 	10 	10 	50:1	A weapon that fires four self propelled explosives.
98 	Heavy Quad Rocket Launcher 	4 	75 	10 	25 	50:1	A weapon that fires four self propelled explosives.
99 	Cascade Rocket Launcher 	4 	20 	10 	4 	50:1	A weapon that fires four self propelled explosives.
100	QX-4 Rocket Launcher 	4 	50 	10 	8 	50:1	A weapon that fires four self propelled explosives.
101	QX-5 Rocket Launcher 	5 	50 	10 	10 	50:1	A weapon that fires five self propelled explosives.
102	QX-6 Rocket Launcher 	6 	50 	10 	8 	50:1	A weapon that fires six self propelled explosives.
===Lightning Guns===
These weapons can hit any enemy regardless of its proximity to the player. They generally start targeting the enemy starting at the top of the screen, then any destructible projectiles.
ID 	Name 	ATP	ACC	RoF	LCK 	Description
106	Standard Lightning Gun 	-30	8 	5 	75 	A weapon that discharges a static bolt.
107	Standard Lightning Gun+ 	-25	10 	5 	75:1	A weapon that discharges a static bolt.
108	Charged Lightning Gun 	-20	8 	5 	75:1	A weapon that discharges a static bolt.
109	Charged Lightning Gun+ 	-20	10 	5 	50:1	A weapon that discharges a static bolt.
110	Electrified Lightning Gun 	-15	10 	5 	75:1	A weapon that discharges a static bolt.
111	Electrified Lightning Gun+ 	-10	10 	5 	60:1	A weapon that discharges a static bolt.
112	Ampere Lightning Gun 	-10	8 	5 	75:1	A weapon that discharges a static bolt.
113	Ampere Lightning Gun+ 	-10	10 	5 	50:1	A weapon that discharges a static bolt.
114	Volta Lightning Gun 	-5 	8 	5 	75:1	A weapon that discharges a static bolt.
115	Volta Lightning Gun+ 	0 	10 	5 	60:1	A weapon that discharges a static bolt.
116	Solar Lightning Gun 	100	10 	35 	50:1	A weapon that discharges a powerful static bolt after a long charging period.
117	Solar Lightning Gun+ 	110	10 	35 	40:1	A weapon that discharges a powerful static bolt after a long charging period.
118	Thor Lightning Gun 	5 	8 	5 	75:1	A weapon that discharges a static bolt.
119	Thor Lightning Gun+ 	10 	10 	5 	50:1	A weapon that discharges a static bolt.
121	Standard Chain Lightning Gun 	-30	15 	10 	75:1	A weapon that discharges a powerful static bolt that arcs to multiple enemies.
122	Standard Chain Lightning Gun+ 	-25	15 	10 	75:1	A weapon that discharges a powerful static bolt that arcs to multiple enemies.
123	Ampere Chain Lightning Gun 	-25	15 	10 	75:1	A weapon that discharges a powerful static bolt that arcs to multiple enemies.
124	Ampere Chain Lightning Gun+ 	-20	15 	10 	75:1	A weapon that discharges a powerful static bolt that arcs to multiple enemies.
125	Volta Chain Lightning Gun 	-15	15 	10 	60:1	A weapon that discharges a powerful static bolt that arcs to multiple enemies.
126	Volta Chain Lightning Gun+ 	-15	15 	10 	40:1	A weapon that discharges a powerful static bolt that arcs to multiple enemies.
127	Charged Chain Lightning Gun 	-10	15 	10 	50:1	A weapon that discharges a powerful static bolt that arcs to multiple enemies.
128	Electrified Chain Lightning Gun	-5 	10 	15 	75:1	A weapon that discharges a powerful static bolt that arcs to multiple enemies.
129	Tesla Chain Lightning Gun 	0 	15 	10 	50:1	A weapon that discharges a powerful static bolt that arcs to multiple enemies.
====Sawblade Launchers====
These weapons fire arcing projectiles similar to the grenade launchers. However instead of exploding, the sawblades can hit multiple times and fall down to hit other enemies below the target.
ID 	Name 	BPSh	ATP	ACC	RoF	LCK 	Description
131	Standard Saw Blade Launcher 	1 	-20	15 	10 	75:1	A weapon that fires circular saw blades.
132	Spun Saw Blade Launcher 	1 	-10	15 	20 	75:1	A weapon that fires circular saw blades.
133	Razor Saw Blade Launcher 	1 	-5 	15 	10 	60:1	A weapon that fires circular saw blades.
134	Forged Saw Blade Launcher 	1 	0 	15 	10 	60 	A weapon that fires circular saw blades.
135	Grinder Saw Blade Launcher 	1 	10 	15 	10 	50:1	A weapon that fires circular saw blades.
136	Double Saw Blade Launcher 	2 	-25	15 	10 	75:1	A weapon that fires two circular saw blades.
137	Double Razor Saw Blade Launcher 	2 	-15	15 	10 	75:1	A weapon that fires two circular saw blades.
138	Double Forged Saw Blade Launcher 	2 	0 	15 	10 	75:1	A weapon that fires two circular saw blades.
139	Double Cutter Saw Blade Launcher 	2 	5 	15 	10 	60:1	A weapon that fires two circular saw blades.
140	Double Grinder Saw Blade Launcher 	2 	10 	15 	10 	50:1	A weapon that fires two circular saw blades.
141	Triple Saw Blade Launcher 	3 	-30	15 	10 	75:1	A weapon that fires three circular saw blades.
142	Triple Razor Saw Blade Launcher 	3 	-20	15 	10 	75:1	A weapon that fires three circular saw blades.
143	Triple Slicer Saw Blade Launcher 	3 	-10	15 	10 	60:1	A weapon that fires three circular saw blades.
144	Triple Grinder Saw Blade Launcher 	3 	10 	15 	10 	50:1	A weapon that fires three circular saw blades.
145	Triple Mutilator Saw Blade Launcher	3 	25 	15 	10 	25:1	A weapon that fires three circular saw blades.
===Glitched Weapons===
In the game's code, there are a handful of glitched weapons that can only be equipped using hacks, as they're immediately destroyed upon entering the player's inventory.
ID 	Name 	BPSh	ATP	ACC	RoF	LCK 	Description
20 	---#@&$--:error*#$--- 	1 	100	25 	2 	10:1	A machinegun of unknown origin and ability.
45 	Kreig Shotgun x6 	6 	50 	8 	4 	50:1	A weapon designed for WAR that fires six bullets in a spread pattern.
55 	Omega Laser Cannon 	1 	150	10 	4 	50:1	A weapon that fires a concentrated laser-death-beam.
74 	Machine Grenade Launcher 	1 	50 	10 	5 	50:1	A weapon that rapid fires arcing fragmentation grenades.
75 	Carpet Bomber Grenade Launcher	6 	50 	10 	8 	50:1	A weapon that fires six arcing fragmentation grenades.
103	QX-4.1 Rocket Launcher 	4 	75 	10 	10 	50:1	A weapon that fires four self propelled explosives.
104	QX-5.1 Rocket Launcher 	5 	75 	10 	10 	50:1	A weapon that fires five self propelled explosives.
105	QX-6.1 Rocket Launcher 	6 	75 	10 	10 	50:1	A weapon that fires six self propelled explosives.
120	Tesla Lightning Gun 	1 	20 	15 	5 	25:1	A weapon that discharges a powerful static bolt.
130	Tesla Chain Lightning Gun+ 	1 	10 	15 	10 	40:1	A weapon that discharges a powerful static bolt that arcs to multiple enemies.
==Shields==
As your primary defensive option, shields are activated by pressing the S key. They become near essential later in the game when the amount of enemy fire threatens to becomes unbearable, able to render many enemies impotent with effective utilization. Shields are not the end of all woes however, as they last for a limited time and cannot defend against explosive attacks. They come in two broad categories.
*Shield Cost: Only on Absorb shields. Determines how many bullets the shield needs to absorb before it can release its EMP charge. Higher-damaging shields tend to have a higher cost.
*Shield ATP: The damage output of the shield. Does not scale with player level. Determines the amount of damage done by the EMP blast or the reflected bullets, depending on the type.
*Shield Dur: How long the shield lasts. Each shield has a base duration of 20 frames (2/3 seconds). Every unit of duration adds another frame (1/30 seconds) of protection. One second of protection is a duration of 10, while two seconds is 40.
===Absorb Shields===
Absorb shields have the greatest offensive potential, as when activated, it can absorb enemy fire and store it as a charge. When the shield's charge is full, an EMP can be released that hits all enemies on screen and destroys any on-screen bullets.
ID	Name 	Cost	ATP 	Duration
1 	Standard Absorb EMP Unit 	20 	150 	5
2 	Standard Absorb EMP Unit+ 	20 	200 	5
3 	Defender Absorb EMP Unit 	20 	50 	20
4 	Defender Absorb EMP Unit+ 	20 	50 	25
5 	Offender Absorb EMP Unit 	20 	300 	1
6 	Offender Absorb EMP Unit+ 	20 	300 	1
7 	Combat Absorb EMP Unit 	25 	350 	15
8 	Combat Absorb EMP Unit+ 	25 	350 	15
9 	Detonator Absorb EMP Unit 	5 	75 	5
10	Detonator Absorb EMP Unit+ 	5 	75 	10
11	Focused Absorb EMP Unit 	25 	500 	5
12	Focused Absorb EMP Unit+ 	25 	550 	20
13	Charged Absorb EMP Unit 	30 	750 	30
14	Charged Absorb EMP Unit+ 	20 	800 	30
15	SPEC Absorb EMP Unit 	10 	500 	5
16	SPEC Absorb EMP Unit+ 	10 	600 	5
17	Carbon Edge Absorb EMP Unit 	35 	1000	1
18	Carbon Edge Absorb EMP Unit+ 	30 	1000	1
19	Steel Edge Absorb EMP Unit 	25 	750 	30
20	Steel Edge Absorb EMP Unit+ 	25 	800 	25
21	Titanium Edge Absorb EMP Unit 	40 	1500	1
22	Titanium Edge Absorb EMP Unit+	40 	1800	1
23	Diamond Edge Absorb EMP Unit 	25 	1500	35
24	Diamond Edge Absorb EMP Unit+ 	25 	1500	35
25	Spec-Op Absorb EMP Unit 	30 	2000	10
26	Spec-Op Absorb EMP Unit+ 	30 	2000	20
27	XM-1003 Absorb EMP Unit 	5 	500 	5
28	XM-1004 Absorb EMP Unit 	25 	2000	35
29	XM-1005 Absorb EMP Unit 	30 	2500	40
30	XM-1006 Absorb EMP Unit 	20 	2000	40
===Reflective Shields===
Reflective shields allow for more immediate retaliation; while active, the shield sends the bullet back in the direction it came from. They also generally last longer than absorb shields.
ID	Name 	ATP	Duration
32	Standard Reflect Shield Unit 	10 	10
33	Standard Reflect Shield Unit+ 	15 	10
34	Defender Reflect Shield Unit 	10 	40
35	Defender Reflect Shield Unit+ 	10 	50
36	Offender Reflect Shield Unit 	25 	5
37	Offender Reflect Shield Unit+ 	30 	5
38	Combat Reflect Shield Unit 	20 	30
39	Combat Reflect Shield Unit+ 	25 	30
40	Deflector Reflect Shield Unit 	30 	20
41	Deflector Reflect Shield Unit+ 	35 	20
42	Focused Reflect Shield Unit 	40 	5
43	Focused Reflect Shield Unit+ 	45 	5
44	Charged Reflect Shield Unit 	30 	60
45	Charged Reflect Shield Unit+ 	35 	60
46	SPEC Reflect Shield Unit 	40 	20
47	SPEC Reflect Shield Unit+ 	45 	20
48	Carbon Edge Reflect Shield Unit 	40 	60
49	Carbon Edge Reflect Shield Unit+ 	45 	70
50	Steel Edge Reflect Shield Unit 	50 	20
51	Steel Edge Reflect Shield Unit+ 	55 	20
52	Titanium Edge Reflect Shield Unit 	50 	70
53	Titanium Edge Reflect Shield Unit+	50 	80
54	Diamond Edge Reflect Shield Unit 	60 	10
55	Diamond Edge Reflect Shield Unit+ 	65 	10
56	Spec-Op Reflect Shield Unit 	60 	60
57	Spec-Op Reflect Shield Unit+ 	60 	70
58	XM-1003 Reflect Shield Unit 	65 	10
59	XM-1004 Reflect Shield Unit 	70 	10
60	XM-1005 Reflect Shield Unit 	70 	80
61	XM-1006 Reflect Shield Unit 	100	40
62	XM-0001 Reflect Shield Unit 	100	100
There is also one glitched absorb shield that, like the glitched weapons, cannot be equipped without being hacked in.
ID	Name 	Cost	ATP 	Duration
31	XM-0001 Absorb EMP Unit	20 	2500	50
==Enemies==
Common enemy that shoots in a straight line. Higher tiers of this type begin shooting in wave patterns.
Common enemies that shoot in a three-bullet spread pattern.
Kamikaze drones that move across the screen and can ram the player, dealing damage. Higher tiers deal more damage, and either have more health or greater speed.
Strong enemy that deploys destructible mines on the battlefield.
Intermediate enemy that launches bursts of rockets at the player. The rockets do not home and can be destroyed.
Intermediate enemy that rapidly fires a barrage of bullets toward the player. Their gun has to stop to reload and cannot target behind itself.
Advanced enemy that throws mines toward the player in an arc. Their range is limited.
==Glitches==
*The glitched equipment deletes itself because of an error in its rarity value.
*There is a normal Flak Cannon weapon, but because of a copying error, its values are overridden by the Flak Cannon+.
*Defeating the boss on Lavicus Mission 01 and the last stage of the Deep Space Missions before it get into place can put the player in a softlock; where the boss remains in the battle with all its weakpoints already destroyed.