About VOIDRAVE
You are not crossing the void. You are inside it.
A routine purge run past the edge of the charts. The wrecks out here form spirals. The ice over the First Fleet tombs is warm. The deeper you fly, the less this place looks like space.
"Command says routine. Command is far away."

20 BOSSES
Every five waves, something big. The Watcher. The Twin Pulse. The Coiled God. Each one has its own attack patterns, its own phases, its own place in the story. Because they aren't invaders. They're organs. And at the bottom waits the Void Heart, the heart of the thing you've been flying inside all along.

100 WAVES, ONE STORY
Classic arcade bullet hell: swarms, elites, mini-bosses, wave mutators that change the rules mid-run. Between waves you get sector logs and transmissions from the First Fleet, the ones who flew here before you and stopped answering.
"They are our own voices. Played back wrong."
Everything you kill goes into the library. Dozens of bestiary and codex entries, every enemy and boss documented. Half the story is hidden in there.
MORE THAN ONE RUN
BOSS RUSH - all 20 bosses back to back, no waves in between.
DAILY RUN - one attempt per day, same seed for everyone, global leaderboard. You get one shot.
WORLD BOSS - one giant boss, one health pool shared by every player in the world. Your damage counts. It has enrage phases. Good luck.

4 SHIPS
Four ships, four weapon loadouts, four ways to die slower. Between waves, the upgrade shop opens: drones, weapons, shields, crits, and the limitless VOID OVERCHARGE. Every 10 waves you pick 1 of 3 mutations that bend the rules: vampiric rounds, ricochet, chain lightning, gravity wells. No two runs build the same. Find a synergy that breaks the game and ride it to wave 100.

BUILT FOR ARCADE
Graze scoring, combo multipliers, and a leaderboard that remembers everything. Three difficulty settings: from first-timer friendly to absolute punishment. Full controller support and Steam Deck compatible. Hand-crafted pixel art, original soundtrack, and zero microtransactions. Built from scratch in C++ and OpenGL. No engine. No middleware. Just the void.
"It knows your callsign. It knows your old one."