RETROPIXELSXR // INTERNAL STATS BIBLE // v0.5

Defender VR

Full Stats & Mechanics Reference

pest_controlEnemy Database
ENTRY 01

Lander

LOW THREAT
Base HP
100 HP
Shield Dmg
−8% / hit
Speed
3 m/s
Attack Rate
On contact
40 XP 100 pts

Marches straight at the bubble. No ranged attack — its only threat is contact. Must be killed before it arrives. Spawns in groups of 6–10 from Wave 4 onward. Kidnaps Humanoids on contact → transforms Humanoid into a Mutant after 3 seconds.

💡 Pistol: 7 shots to kill. Assault Rifle: dead in 1 sec burst.
ENTRY 02

Mutant

EXTREME THREAT
Base HP
1,200 HP
Shield Dmg
−18% / slam
Speed
1.5 m/s
Attack Rate
1 slam / 2s
500 XP 1,000 pts Front: −50% dmg received Back vents: +1.5× dmg

Heavily armored brute. Frontal plate absorbs 50% of all incoming damage. The exposed glowing vents on the back deal 1.5× damage — player must physically move around in VR to hit them. Slowly lumbers toward the bubble and slams it every 2 seconds when in range.

💡 Circle around using VR movement. Smart Bomb auto-targets the back vents = 270 effective dmg / shot = ~5 shots to kill.
ENTRY 03

Baiter

HIGH THREAT
Base HP
250 HP
Shield Dmg
−5% / bolt
Speed
8 m/s
Attack Rate
1 bolt / 0.8s
200 XP 400 pts Dodges 40% of manual shots

Built to outrun manual aiming. Changes direction sharply every 0.3 seconds. Fires energy bolts constantly while closing in. At close range, 40% of manual shots physically miss. Smart Bombs are the only reliable answer — they auto-lock and never miss.

💡 Never waste Assault Rifle time on Baiters. One Smart Bomb lock-on = 180 dmg, dead in 2 shots (1.5 sec).
ENTRY 04

Bomber

SEVERE THREAT
Base HP
600 HP
Shield Dmg
−22% (AoE)
Speed
2 m/s
Drop range
5m from bubble
350 XP 700 pts Chain reaction: +300 AoE

Slow but devastating. Bomb bay doors open at 5m from the shield — 1.5-second window to shoot the open bay, triggering a chain reaction (+300 AoE damage to all enemies in 4m). If missed, the payload detonates against the shield for −22% in a wide AoE.

💡 Destroy during approach (6 sec with Assault Rifle). If missed, shoot the open bay immediately for the chain bonus.
ENTRY 05

Pod

MEDIUM → CRITICAL
Base HP
200 HP
Spawn rate
1 Swarmer / 4s
Death Burst
Releases stored Swarmers
120 XP 250 pts ☠ Death burst on destroy

Doesn't attack directly. Every 4 seconds it ejects a Swarmer. Left alone for 60 seconds = 15 Swarmers spawned = potential −30% shield damage from collisions alone. In Wave 15+, 4–6 Pods spawn simultaneously — ignoring even one is catastrophic.

💥 DEATH BURST — When a Pod is Destroyed

When a Pod dies, it does not go quietly. Its casing ruptures and instantly releases all Swarmers it has been storing internally. The number of Swarmers released depends on how long the Pod was alive before it was killed:

Pod alive forSwarmers released on deathThreat
< 4 sec (instant kill)0 SwarmersSafe — kill fast, no burst
4–12 sec1–3 SwarmersMinor burst
12–30 sec3–7 SwarmersSignificant burst — clear area first
30–60 sec (ignored)7–15 SwarmersDangerous burst — use EMP immediately
60+ sec (very late kill)15+ Swarmers MAX BURSTScreen-filling chaos
💡 Kill Pods instantly (within 4 sec of spawn) for 0 death burst. If you can't — use Assault Rifle spray to clear the Swarmers mid-burst before they scatter. EMP Shockwave after a late Pod kill wipes all released Swarmers instantly.
ENTRY 06

Swarmer

LOW → OVERWHELMING
Base HP
80 HP
Shield Dmg
−2% / contact
Speed
5 m/s
15 XP 10 pts

Individually harmless. One Assault Rifle burst destroys it instantly. Threat comes from volume — 20 Swarmers hitting simultaneously = −40% shield in seconds. Fly in curved, semi-random paths to avoid predictable tracking.

💡 Use Assault Rifle sweeping fire to clear groups. EMP Shockwave instantly kills all Swarmers on screen.
ENTRY 07

Mine

CRITICAL THREAT
Dormant HP
500 HP
Active HP
1 HP (!)
Shield Dmg
−35% / blast
Trigger range
3m proximity
80 XP 150 pts

When dormant, 500 HP makes it nearly impossible to destroy accidentally. Get within 3m and it activates → 1 HP → immediately homes toward the shield at 3 m/s. Shoot it instantly or absorb a −35% hit. Advanced tactic: trigger a Mine near a Mutant = 420 AoE explosive damage to the Mutant.

💡 Shoot dormant Mines from long range (Pistol at distance = safe). Or use them as bombs by luring near Mutants.
ENTRY 08

Humanoid

RESCUE TARGET
HP
None
Attack
None — ally!
Start Count
10 Humanoids
300 XP on rescue 500 pts on rescue −500 pts if shot

Humanoids are fragile civilians scattered across the planet's surface at the bottom of the screen. They do not fight back and have no HP. You must protect them at all costs.

1. The Starting Count

You start the game with exactly 10 humanoids scattered across the bottom of the screen.

2. Surviving Between Rounds

When you complete a wave, any humanoids left alive on the planet's surface stay there for the next wave. They do not regenerate. However, you are rewarded for keeping them alive: you earn a point bonus at the end of each wave for every surviving humanoid (100 points per humanoid multiplied by the wave number for the first five waves, and a flat 500 points per humanoid after that).

3. How You Lose Them

Alien "Landers" will descend and attempt to abduct your humanoids. You can lose a humanoid in three ways:

  • Abduction: A Lander successfully drags the humanoid to the top of the screen. If this happens, the humanoid transforms into a highly aggressive Mutant.
  • Fatal Fall: You shoot the abducting Lander, but the humanoid falls from too high up. If you don't catch the humanoid with your ship before it hits the ground, it goes "splat" and dies.
  • Friendly Fire: You accidentally shoot the humanoid yourself (a constant risk with the game's fast-paced laser fire).
4. Total Loss (The Planet Explodes)

If you fail to protect them and all 10 humanoids are killed or mutated, the ground beneath you explodes in a flash of light. The planet is gone, and you are left floating in deep space. At this point, every Lander on the screen instantly transforms into a fast, erratic Mutant, resulting in an incredibly difficult survival wave.

5. The Reset (Every 5 Waves)

You do get extra humanoids, but only if you survive long enough. Every 5 waves (Wave 5, 10, 15, etc.), the game completely resets the planet. If the planet had exploded, it is restored, and regardless of how many you had left, you are given a fresh set of 10 humanoids.

💡 Priority: Pods first → Landers near Humanoids → everything else. Never panic-fire near a Humanoid — you'll shoot them. Catch falling humanoids with your ship to save them!
psychologyEnemy AI Behavior & Dodge Intelligence

Enemies don't just walk into fire. From early waves they move predictably, but as rounds progress their AI unlocks projectile awareness — they detect incoming shots and attempt to evade. Each enemy type has its own dodge pattern, reaction time, and unlock wave. By Wave 15+, enemies feel alive and tactical, not scripted.

DODGE DETECTION RULE: Enemy detects a projectile when it enters within [Detection Radius] of the enemy's center.
On detection: a dodge vector is calculated perpendicular to the projectile's travel direction.
Enemy then applies a lateral burst move at [Dodge Speed] for [Dodge Duration] seconds.
Cooldown between dodges prevents infinite evasion loops.

Dodge Chance = Base Chance + (Wave − Unlock Wave) × Chance Per Wave, capped at Max Chance.
Example — Lander at Wave 10: 5% + (10 − 5) × 3% = 20% dodge chance per incoming shot.
Enemy Unlocks at Wave Detection Radius Base Dodge Chance +% per Wave after Unlock Max Dodge Chance Dodge Speed Dodge Duration Cooldown
Lander Wave 5 2.5m 5% +3% / wave 35% 2 m/s lateral 0.4 sec 1.5 sec
Mutant Wave 9 4m 10% +2% / wave 40% 1.5 m/s (heavy, slow dodge) 0.6 sec 3 sec
Baiter Wave 6 5m (wide radar) 40% +3% / wave 70% MAX 6 m/s snap turn 0.2 sec 0.5 sec
Bomber Wave 8 3m 15% +2% / wave 45% 1.2 m/s (slow, lumbering dodge) 0.5 sec 2.5 sec
Pod Never — static 0%
Swarmer Wave 10 1.5m (short range) 8% +4% / wave 50% 4 m/s (fast, jittery) 0.15 sec 0.8 sec
Mine Never — dormant 0%
Dodge Patterns by Enemy
Lander — "The Weave"

Detects shot, sidesteps perpendicular to the shot path. After Wave 15, it does a double-sidestep: dodge left, then immediately dodge right on the next shot. Creates a slow oscillating pattern that is hard to predict with the Pistol but easy to read with the Assault Rifle's spray.

Mutant — "The Shield Turn"

Detects shot early (4m radius). Instead of sidestepping, the Mutant rotates its armored front panel to face the incoming shot. This forces the player to keep circling in VR to stay aimed at the exposed back vents. After Wave 12, it briefly counter-rotates to trick the player mid-circle.

Baiter — "The Snap"

Already fast and erratic. When dodge triggers, it snaps 90° in a random perpendicular direction instantly. No animation delay. This is why manual aiming is impossible — the Baiter changes direction faster than the player can visually track. Smart Bombs bypass the dodge entirely (they track continuously).

Bomber — "The Lumber"

Slow dodge. Detects shot and shifts its mass laterally by 1–2m. Because of its size, the dodge looks dramatic but is easy to compensate for with sustained Assault Rifle fire. After Wave 15, the Bomber will stagger its dodge timing to be less predictable.

Swarmer — "The Scatter"

When any Swarmer in a cluster detects a projectile, it broadcasts a scatter signal to all Swarmers within 3m. The whole cluster micro-scatters in random directions simultaneously — making spray fire less reliable on tight groups at high waves.

Weapon vs AI Dodge — Effectiveness
Weaponvs Dodging Landervs Dodging Baitervs Dodging Mutant
Pistol Poor — single shot easy to dodge Useless OK — front armor still applies
Assault Rifle Good — spray covers dodge Poor — 40% miss rate base OK — sustained fire compensates
Smart Bomb Excellent — tracks through dodge Excellent — ignores dodge entirely Excellent — aims at back vents
EMP Shockwave Perfect — 360°, undodgeable Perfect — 360°, undodgeable Perfect — ignores armor & dodge
DODGE UNLOCK PROGRESSION (example — Lander):
Wave 1–4: No dodge. Walk straight into fire.
Wave 5–6: 5–8% dodge chance. Rarely evades. Barely noticeable.
Wave 8–10: 14–20% dodge. Players start missing more shots with Pistol.
Wave 12–15: 26–35% dodge. Assault Rifle now preferred over Pistol for Landers.
Wave 15+: 35% cap. Double-sidestep pattern active. Smart Bomb becomes valuable.
paletteEnemy Visual Scaling by Wave

As waves progress each enemy visually mutates to signal its danger. HP scales +10% per wave for Waves 1–20. From Wave 21–30 HP caps and enemy SPEED begins scaling instead (+8% speed per wave). Wave 30+ is pure speed hell — enemies are fully colored and extremely fast. Players can read threat level instantly without checking any UI.

Waves 1–20: HP = Base HP × (1 + (N − 1) × 0.10) → HP grows each wave
Waves 21–30: HP = Base HP × 3.0 (capped) + Speed = Base Speed × (1 + (N − 20) × 0.08) → now speed grows
Wave 30+: HP capped at ×3.0, Speed capped at ×1.8, spawn delay reduces −5% per wave indefinitely

HP Examples (Lander 100 base): W1: 100 | W5: 140 | W10: 190 | W20: 290 | W25+: 300 (cap)
HP Examples (Mutant 1,200 base): W1: 1,200 | W10: 2,280 | W20: 3,480 | W25+: 3,600 (cap)
Speed Example (Lander 3 m/s): W20: 3 m/s | W25: 4.2 m/s | W30: 5.4 m/s (nearly double!)
Enemy Wave 1–3 Wave 4–7 Wave 8–12 Wave 13–18 (Elite) Wave 19–25 (Nightmare) Wave 26–30+ (Void)
Lander Soft Green Lime Amber Orange Blood Red Void Purple
Mutant Green Amber Orange Red Void Purple Pitch Black Glow
Baiter Blue Purple Violet Magenta White Flash Cyan Blur
Bomber Yellow Light Orange Orange Red Dark Red Pulse Void + Pulse
Pod Grey Purple Lavender Magenta Magenta Pulse Red Strobe
Swarmer Soft Red Red Crimson Dark Red Plague Pink Neon Cyan
Mine Grey Yellow blink Orange blink Red rapid blink Neon strobe White Strobe
GREEN
Waves 1–3

Fresh spawns. Learn the game.

AMBER → ORANGE
Waves 6–12

Mid-game. Rifle & Smart Bombs required.

RED → VOID
Waves 13–25

Elite. 2–3× HP. EMP and mastery needed.

VOID → WHITE
Waves 26–30+

HP capped. Pure speed. Almost impossible to track manually.

swordsFull Arsenal — All Weapons

Weapons upgrade sequentially. Each tier permanently replaces the last. XP carries over. New ideas are marked CONCEPT

T1 Laser Pistol FREE
15 dmg / shot 30 DPS 2 shots/sec Infinite ammo

Single-pull trigger. Every player starts here. Accurate but achingly slow vs groups. Kills a base Lander in 7 shots (~3.5 sec). Completely useless against Mutants without 80+ shots.

T2 Assault Rifle 800 XP
12 dmg / shot 96 DPS 8 shots/sec Overheats at 4 sec → 1.5s cooldown

Hold trigger, spray lasers. 3× better DPS than Pistol. The overheat mechanic forces disciplined burst-firing. Melts Swarmers and Pods instantly. Strong against Landers and Bombers. Unreliable against Baiters (they dodge 40% of shots).

T3 Smart Bomb Launcher 2,000 XP
180 dmg direct · 108 AoE (3m) 120 DPS (sustained) 1 shot / 1.5 sec 12 ammo max · 400 XP restock

Auto-tracks the largest threat within 15m. AoE splash at 3m radius. Fires a neon-traced projectile that bends and curves toward the target. Essential for: Baiters (never miss), Mutant vents (270 dmg / shot), Bomber bay chain shots.

T4 EMP Shockwave 4,500 XP
500 dmg — all enemies on screen 360° radius — no range limit 20 sec cooldown 800 XP per extra use Stun: 3 sec all enemies

Activated by physically clapping both VR controllers together. Releases a 360° neon electromagnetic pulse from the cockpit. Instantly kills all Swarmers. Deals 500 damage (ignoring armor) to all enemies. Stuns everything for 3 seconds. The secondary shockwave graphic bounces off arena walls as a visual spectacle.

Future / Concept Weapons
T5 Chain Lightning 6,000 XP CONCEPT
250 dmg primary · 100 dmg chain (up to 5 targets) 1 shot / 2 sec 8 ammo max

Fires a bolt that jumps between up to 5 nearby enemies. Perfect for tight Swarmer clusters and Pod groups. Each jump deals 100 dmg per hop. Does NOT chain to Humanoids.

T6 Plasma Drill 8,500 XP CONCEPT
600 dmg — pierces ALL armor Charge: hold 1.5 sec, then release 5 ammo max

A slow, chargeable beam held with a grip trigger. Hold for 1.5 seconds to charge up a spinning plasma drill projectile. Fires a thin, extremely powerful piercing bolt that punches through multiple enemies in a line — front armor, back armor, no reduction. Kills Wave 15+ Mutants in 5 shots from any angle.

T3-ALT Cryo Grenade 1,800 XP (alternative to Smart Bomb) CONCEPT
80 dmg on impact + freeze 5 sec (5m radius) Manual throw arc 4 grenades max

Physically thrown using the VR arm gesture — aim and flick the controller forward. Freezes all enemies in a 5m radius for 5 seconds. Low direct damage but allows the player to use Assault Rifle on frozen Mutants or repair shields during the freeze window. A defensive / survival alternative to the offensive Smart Bomb.

trending_upWave Composition Table

Waves 1–20: HP scales +10%/wave. Waves 21–30: HP is capped at ×3.0, enemy speed scales +8%/wave instead. Wave 30+: composition is locked at Wave 30 counts, but enemy spawn delay drops −5% per wave forever until physical reaction time is the only limit.

Wave Landers Mutants Baiters Bombers Pods Mines Humanoids HP Scale Speed Scale Weapon Needed
16000006×1.0×1.0Pistol
28000006×1.1×1.0Pistol
310000006×1.2×1.0Pistol → Rifle
412001105×1.3×1.0Rifle
514001205×1.4×1.0Rifle
614011205×1.5×1.0Rifle
716022215×1.6×1.0Rifle → Smart Bomb
816132324×1.7×1.0Smart Bomb
918142334×1.8×1.0Smart Bomb
1020243434×1.9×1.0Smart Bomb → EMP
1222353454×2.1×1.0EMP
1526474573×2.4×1.0All weapons
1829595693×2.7×1.0EMP timing critical
203261056103×2.9×1.0Mastery required
213471167112×3.0 CAP×1.08Speed scaling begins
233681267122×3.0 CAP×1.24Enemies visibly faster
253891378132×3.0 CAP×1.40Dodge windows halved
2740101489141×3.0 CAP×1.56LAST HUMANOID — do not lose it!
30441216910161×3.0 CAP×1.80 CAPComposition locks. Speed ramps forever.
30+441216910161×3.0 FINALSpawn delay −5%/wave ∞Pure reaction time / endurance
SPEED SCALING (Wave 21+): Enemy Speed at Wave N = Base Speed × (1 + (N − 20) × 0.08), max ×1.80 at Wave 30
Lander (base 3 m/s): W21: 3.24 | W25: 4.2 | W30: 5.4 m/s (nearly double. Humanoids impossible to protect without mastery.)
Baiter (base 8 m/s): W21: 8.64 | W25: 11.2 | W30: 14.4 m/s (impossible to track manually. Smart Bombs mandatory.)
Wave 30+ logic: spawn delay × 0.95 each wave → enemies arrive faster and faster until the screen is constant chaos.
leaderboardScoring & Leaderboard
Points Per Kill
EnemyPointsXP
Swarmer10 pts15 XP
Lander100 pts40 XP
Mine150 pts80 XP
Pod250 pts120 XP
Baiter400 pts200 XP
Bomber700 pts350 XP
Mutant1,000 pts500 XP
Humanoid rescued+500 pts BONUS+300 XP
Humanoid shot ⚠️−500 pts−50 XP
Combo Multiplier
Consecutive KillsMultiplier
0–9 kills
10–24 kills
25–49 kills
50–99 kills
100+ kills5× MAX
Wave Completion Bonus
Bonus = Wave² × 500 pts

Wave 5 → 12,500 pts
Wave 10 → 50,000 pts
Wave 15 → 112,500 pts
Wave 20 → 200,000 pts
RetroPixelsXR Internal Stats Bible v0.5 // Not for Distribution
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