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.
a single-file toy · built for jesse