ARCHON's sky shield destroys anything that climbs above five hundred metres, so the war for Caelis is fought a few metres off the ground. Your machine is a hover glider: four repulsors, an afterburner that overheats, and a hull you fit out yourself. There are five hulls, and each one flies and fights differently.
All-rounder
Kite
The glider you start with. An armored spine, low-slung engines and four shielded nozzles make it stable and forgiving, and nothing about it is weak. Many pilots never need to trade it in.
Hardpoints
One, on the nose
Strength
Balanced speed, grip and cooling
Trade-off
A single gun
How to get it
Yours from the first mission
Interceptor
Swift
The fastest hull on Caelis. Swift has the highest top speed, the hardest acceleration and an engine that sheds heat quickly, so you can lean on the boost. It is also the most fragile glider in the line: it wins by not being where the shots land.
Hardpoints
One, on the nose
Strength
Top speed, acceleration, fast cooling
Trade-off
Takes the most damage
How to get it
Sold at the desert station
Control and survival
Ray
Wide and flat, Ray holds its line where other gliders slide. It has by far the best lateral grip, which matters most on the ice, it shrugs off a little more damage and it repairs faster than any other hull.
Hardpoints
Two, left and right
Strength
Grip, quick repairs
Trade-off
Slightly lower top speed
How to get it
Unlocks when the desert Node falls
Heavy assault
Bison
The heavy. Bison takes far less damage than anything else you can fly and carries three weapons at once. You pay for it in speed and acceleration, and its engine overheats sooner, so boost in short bursts.
Hardpoints
Three: nose, left and right
Strength
Toughest hull, most firepower
Trade-off
Slow, runs hot
How to get it
Unlocks when the jungle Node falls
Elite
Renegade
The top of the line. Renegade is quick, sharp to steer and has the strongest afterburner in the game. That boost also heats the engine faster than on any other hull, so it rewards pilots who already know exactly how long they can hold it.
Hardpoints
Two, left and right
Strength
Strongest boost, high speed
Trade-off
Heats up fastest
How to get it
Unlocks when the ice Node falls
One loadout, any hull
Weapons and modules are not tied to a hull. Engines, reactors and turbines fit all five, so an upgrade you earn on the Kite moves with you to the Bison. The hull sets the baseline (mass, grip, how much damage you take, how fast the engine heats) and the modules build on top of it. There is no armor upgrade: if you want a tougher glider, you fly a heavier hull.
Five weapons
Hornet and Vulcan: machine guns for sustained fire.
Impulse: a plasma cannon.
Sting: a continuous beam.
Swarm: rockets.
Every weapon comes in five rarities, and the rarer rolls only appear in the later biomes. A hull with more hardpoints carries more of them at once: one on the Kite and Swift, two on the Ray and Renegade, three on the Bison.
Boost and heat
Every glider has an afterburner, and every afterburner fills the heat gauge. Push it too far and the engine chokes at the worst possible moment. Hulls differ in how quickly they heat and how quickly they cool, which is why the Swift can lean on its boost and the Renegade has to pick its moments.
Where each hull shines
The desert is open and fast and suits the Kite and Swift. The jungle is tight and full of cover. On the ice, where every glider has less grip, the Ray is at home. In the lava fields engines heat faster, so a hull that cools well is worth more than raw power.
Cyber Exodus launches on the App Store for iPhone and iPad on . Mac and Windows follow.