NEON SWARM
Visual reference — every structure & effect, live & animated. No grinding required.
Shield structures — by level
The barrier grows bigger & more intricate every level, and shifts style across six phases, then a Dyson megastructure. This is the exact code the game uses.
Shot colors — by build
Your shots recolor with your build: Piercing shifts them violet, Damage runs them hot with a white-hot core.
Weapon emitters — evolve with gun upgrades
One barrel per projectile, aimed where the ship is shooting. Barrels lengthen and thicken as you take weapon upgrades. (Previews point up.)
Ship & ability effects
The power core, movement trail, regen aura, status reticle, and the NOVA pushback.
Status reticles — auto-mode indicators
Each mode shows its own reticle — colour + motif: triangles gather inward for LOOT, chevrons deflect outward for EVADE, spokes radiate for NOVA, brackets lock for HOLD. They stack as rings when several are active.
Ship hull colors — ultra-endgame cosmetics
Recolor your ship deep into a run (level 28+). Same emitters, your color.
Enemies — all eleven kinds
Every kind in the game. Each has its own silhouette AND its own face — eyes, fangs, a scanning cyclops eye, a canopy visor, dripping ooze. Elites are crowned with horns.
Bosses — all 17, built and in game
Minis from 0:55 (every 48s), bosses from 2:30 (every 2 min), titans from 8:00 (every 4 min). Titans run two behaviours at once. Each has its own silhouette — shell, barrels, nodes, organic, dart, legs, facets, spiral — and titans wear two at once.
All 17 are live in the game. Every visual on this page is the same code the game runs — nothing here is a mock-up.