DREAD
WAKE
THE LYRA PASSAGE
A capital ship is a commitment.
Every turn. Every salvo. Every second.
Begin with one turret and eleven empty mounts. Survive five timed sectors with incoming reinforcements. Damage earns weapons; staying alive until transit opens advances the mission.
Keyboard · Controller · Touch
STANDING BY.
Take your time. The passage can wait.
KNOW YOUR SHIP
Your turrets acquire and fire automatically. Bring the fitted flank toward contacts and hold the range your battery needs. Red tells announce incoming fire.
| Command | Keyboard | Controller |
|---|---|---|
| Steer | A / D | Left stick |
| Throttle / neutral | W / S · X | D-pad ↑ ↓ · ← |
| Weapons Free / Hold Fire | G | D-pad → |
| Armor / Aegis | Space / F | LB / A |
| Zoom | Wheel | Right stick ↑ ↓ |
| Pause | Esc | Menu / Start |
Mouse: right-click to order a heading. Weapons choose their own targets.
Menus: D-pad / left stick to move · A select · B back.
ARMOR LOCK Hold for 65% protection. Slows movement and reloads; stops fitted weapons and cancels an unfinished charge.
AEGIS 85% protection for 3 seconds. Defenses do not stack. Flak intercepts incoming rounds when fitted and Weapons Free.
YOUR COMMAND.
Adjust the mix and display. Preferences stay in this browser.
Controller: ↑ ↓ select · ← → adjust · A toggle · B back
STILL IN ONE PIECE.
Hull damage persists. Installing an upgrade does not repair your ship.
LEAVE THIS RUN?
Starting again replaces your saved campaign. Your current checkpoint is kept until you confirm a starter and socket for the new campaign.
BUILD YOUR BATTERY.
Choose your first weapon. Eleven sockets will remain empty. Movement and range will make it work.
Choose a socket to confirm the fit.
Mission checkpoints restore the launch loadout and salvage together. Mid-mission choices are lost on retry.