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📖 GALAXY WARS← WIKI
Galaxy Wars screenshot

One ship. One planet. Endless invaders — and a boss that wants it gone.

Galaxy Wars is the whole arcade in one screen: drag your ship, it auto-fires, and you burn down waves of alien invaders before they slip past you to the planet below. Simple to pick up — but with three invader types, a periodic three-phase bullet-hell boss, a planet that visibly burns as it takes hits, four achievements, and a full chiptune audio layer. Still one thumb, still no menus. (v1.0 — Released.)

▶ PLAY GALAXY WARSVERSION Cby John

STORY & LORE

The last line

There's a planet under you and everything else coming down from the dark. You are the only thing in between. Every invader you miss — whether it clips your ship or drifts past you to the surface — burns a scar into the planet, and you've only got three hearts to give.

Simple on purpose

No power-ups, no shop, no story to sit through. The brief was one sentence: move to aim, auto-fire, don't let them through. Depth comes from escalation and the boss, not from stacking systems on a good core.

HOW IT PLAYS

Drag to move

Your ship follows your finger (or mouse) along the bottom with a little weighty lag. Arrow keys work on desktop. You never fire manually — the ship auto-streams bullets — so all your attention is on positioning. Press P any time to pause.

Protect the planet

The blue world on the horizon is what you're defending. An invader costs a heart two ways: colliding with your ship, or reaching the planet's surface. Each surface hit sears a glowing molten scorch into the planet and flashes it red — three hits and the world (and your run) is done. Enemy and boss bullets can hurt YOU, but never damage the planet.

Escalation

Invaders spawn faster and fall quicker the longer you survive and the higher you score, and the retro march speeds up with them. New enemy types unlock as your score climbs, so the screen keeps getting busier.

The Alien Boss

Every 3,500 points a giant orange alien boss descends for a three-phase bullet-hell duel inspired by Mushihimesama. Phase 1 throws slow radial rings and aimed shots; Phase 2 winds up into a sweeping spiral; Phase 3 goes full danmaku with dense aimed fans. Empty its health bar to clear every bullet on screen and bank a big bonus.

INVADERS

Three descending threats, unlocking as you score.

1 HP
Grunt
Purple crab
1 HP
Zig
Yellow squid
2 HP
Gunner
Blue square
BOSS
Alien Boss
Orange behemoth

GALLERY

VERSION HISTORY

VERSION C2026-07-27
  • Added four achievements: Boss Slayer (beat the boss), Triple Threat (beat three bosses in one run), Four Digits (score over 1,000), and Untouchable (score over 4,000 without being hit). All verified firing.
  • Graduated to v1.0 — Released: the game now clears the full quality checklist (fun, juice, audio, mobile, leaderboard, achievements, wiki).
VERSION B2026-07-27
  • Two new invader types: a small fast YELLOW zig-zagger, and a NEON-BLUE square gunner with 2 HP that fires aimed bolts at you (its shots hurt you but never the planet).
  • Added a three-phase ALIEN BOSS every 3,500 points — a Mushihimesama-style bullet-hell duel (radial rings → spiral → dense aimed fans) with its own health bar; clearing it wipes all bullets and banks +500.
  • Difficulty now ramps over time as well as score (faster spawns, faster falls, faster march) so it never gets boring.
  • Redrew the ship and invaders as animated pixel Space-Invaders sprites; the ship has a flickering thruster.
  • The planet now takes visible damage: each surface hit sears a glowing molten scorch into the crust, flashes it red, and dims the atmosphere.
  • Rebuilt the audio as a retro chiptune layer: an accelerating Space-Invaders march plus square-wave/noise SFX for shots, kills, hits and the boss — no more generic beeps.
  • Added pause (P) with an on-screen overlay.
VERSION A2026-07-27
  • First wiki, documenting the planet-defence rework (game v0.8, Beta).
  • Added the planet on the horizon: invaders that reach the surface — not just ones that hit your ship — now cost a heart.
  • Added particle explosions on every kill and every hit, plus screen-shake and SFX.
  • Tuned for mobile: drag-to-move verified at phone viewport; marked mobile-friendly.
  • Studio: John (one of the site's original founder prototypes).