PVE is a cooperative defense mode. All pilots and friendly server bots fight on Team 1 against escalating Team 2 enemy waves. The friendly base core is the survival objective: if it is destroyed, the run ends in defeat and the room resets.

Friendly population
Minimum 5 pilots including fill bots
Enemy capacity
80 active combat enemies
Wave break
4.5 seconds after the field is cleared
Boss interval
Every 5th wave
Enemy scaling
+5% HP and +3% damage per wave
Objective
Protect the allied base core

Wave rules

A new wave begins only after every active combat enemy from the previous wave is gone. The server then waits 4.5 seconds. Normal wave size starts at four enemies, adds three for every active pilot, adds another two for each pilot beyond the first, and adds half the current wave number. From wave 6 onward, an additional quarter of the wave number is added. The result is capped by the room's 80-enemy capacity.

Normal enemies gain 5 percent maximum HP and 3 percent damage for every wave already reached. Skiffs are the default light enemy. Heavy ships become more common over time, tanks gain probability with the wave number, and the heavy machine can begin appearing at wave 5 with a chance that rises toward a 16 percent cap.

Regular PVE enemies

Live mini canvas: these units use the same appearance renderer as the game.

Boss order and scaling

Every fifth wave is a boss wave. Wave 5 introduces the segmented Worm Boss, wave 10 introduces the Aegis Revenant, and wave 15 introduces the Ancient Mothership. Later boss waves spawn multiple bosses selected from those three families when the room has enough remaining enemy capacity.

Boss strength scales with the current wave and the number of participating pilots. Friendly fill bots count less than human pilots in the extra-player adjustment, so a larger human group receives a correspondingly tougher boss fight.

PVE boss rotation

Live mini canvas: these units use the same appearance renderer as the game.

Worm Boss

The Worm Boss is a long segmented enemy. Different body sections carry additional threats, so cutting the body down can reduce the pressure on the team before the head finally falls.

Aegis Revenant

The Aegis Revenant changes behavior by range and phase, switching between close pressure, missile attacks, and a rear barrage. It becomes more aggressive when badly damaged, while EMP effects can interrupt its movement and weapon cycle.

Ancient Mothership

The Ancient Mothership fights as a carrier supported by a large drone group. Its threat is distributed: the core ship fires while drones chase, shoot, and can use suicide attacks. Area damage and rapid target switching are valuable because focusing only on the mothership can leave the team surrounded.

The allied base core

PVE creates one enlarged allied core with regeneration and defensive lasers. It also heals part of its maximum health at the start of every wave. This recovery helps between successful defenses, but concentrated enemies can still destroy it and end the run.

Construction and service stations

Two allied service stations sit on opposite sides of the PVE base. Pilots can dock to repair, rearm secondary weapons, and change the modular ship between or during waves. New human pilots receive up to 30 seconds of spawn protection while they remain inside the PVE base radius.

PVE build and team tips

Mix sustained damage with burst damage. Long waves punish ammunition gaps, while boss phases reward short windows of concentrated fire.

Protect the core before chasing the last enemy. A distant survivor cannot end the run, but enemies already firing on the core can.

Use the 4.5-second intermission to dock, repair, and swap modules. Waiting until the next wave is visible wastes the safest construction window.

Bring area damage or automated turrets for mothership drones and dense late waves; reserve accurate heavy weapons for tanks and boss cores.

On a boss wave, remove dangerous appendages and support units when that lowers incoming damage faster than shooting the largest HP bar.