Detailed guide to all features of Neon Vanguard: Sector Zero.
- Combat System
- Pilots and Modules
- Achievement System
- Talent System
- Endless Mode
- Replay System
- Codex / Lore
- Crafting
- Difficulty and Modifiers
- Accessibility
Combat uses a real-time ATB system:
- Each enemy has a charge gauge (0-100%)
- Charge speed depends on the enemy's
speedstat - When an enemy reaches 100%, they attack the player
- The player can attack at any time (no gauge)
Charge Formula:
chargeRate = enemySpeed * combatSpeedMultiplier * deltaTime
Enemies display their intention before attacking:
| Intention | Icon | Description |
|---|---|---|
ATTACK |
⚔️ | Will deal damage |
HEAL |
💚 | Will heal themselves |
CHARGE |
⚡ | Charging a powerful attack |
DEFEND |
🛡️ | Gains temporary shield |
Chain attacks for multipliers:
- 0.5s between hits to maintain combo
- Multiplier:
1.0 + (comboCount * 0.1)(max 2.0x) - Visually displayed:
x2 COMBO!,x5 COMBO!
interface ComboState {
count: number;
lastHitTime: number;
multiplier: number; // 1.0 - 2.0
}Certain enemies have vulnerabilities to specific attack types:
interface WeakPoint {
abilityType?: string; // 'laser', 'emp', etc.
damageMultiplier: number; // Generally 2.0x
description: string;
}Examples:
- SENTINEL: Weak to EMP (2x damage)
- WYRM BOSS: Weak to laser attacks
- Chance: 15% base (can be increased by talents/augs)
- Multiplier: 1.5x damage
- Visual: Visual effect + special sound
- Absorbs X damage before breaking
- Visual: 🛡️ blue icon
- +50% damage dealt
- -25% damage taken
- Duration: 10 seconds
- Enemy cannot attack
- ATB locked at 0%
- Duration: 3-5 seconds
- DoT: 10 damage per second
- Duration: 5 seconds
- Stackable
Complete Formula:
finalDamage = baseDamage
* augmentationMultiplier
* comboMultiplier
* (isCritical ? 1.5 : 1.0)
* (isWeakPoint ? 2.0 : 1.0)
* difficultyMultiplier- HP: 120 (High)
- Speed: 100 (Normal)
- Damage: 15 (Normal)
- Mechanic: Shield Generation
- Gains 20 shield every 5 kills
- Max shield: 50
- Abilities:
- ASSAULT MODULE:
- Primary: Shield Bash (1.2x dmg, stun if shield active)
- Special: Aegis Strike (1.5x dmg AoE)
- DEFENSE MODULE:
- Primary: Fortify (gain 20 shield)
- Special: Reactive Armor (reflect 50% dmg)
- ASSAULT MODULE:
- HP: 100 (Normal)
- Speed: 120 (Fast)
- Damage: 18 (High)
- Mechanic: Energy Management
- Max Energy: 100
- Regen: 10/sec
- Abilities cost energy
- Abilities:
- ASSAULT MODULE:
- Primary: Energy Bolt (30 energy, 1.8x dmg)
- Special: Overcharge (50 energy, OVERDRIVE status)
- DEFENSE MODULE:
- Primary: Battery Siphon (drain 20 energy from enemy)
- Special: Static Field (AoE stun)
- ASSAULT MODULE:
- HP: 100 (Normal)
- Speed: 100 (Normal)
- Damage: 20 (Very High)
- Mechanic: Heat Management
- Heat builds with attacks
- Too much heat = self damage
- Can vent heat manually
- Abilities:
- ASSAULT MODULE:
- Primary: Flamethrower (+15 heat, 1.5x dmg, apply BURNING)
- Special: Thermal Detonation (all heat -> AoE explosion)
- DEFENSE MODULE:
- Primary: Heat Sink (vent 50 heat)
- Special: Molten Armor (convert heat to shield)
- ASSAULT MODULE:
- HP: 90 (Low)
- Speed: 110 (Fast)
- Damage: 12 (Low)
- Mechanic: Bio-Regeneration
- Regen 2 HP/sec in combat
- Regen 5 HP/sec out of combat
- Vampiric attacks
- Abilities:
- ASSAULT MODULE:
- Primary: Drain (1.0x dmg, heal 50% dmg dealt)
- Special: Swarm (summon heal drones)
- DEFENSE MODULE:
- Primary: Regenerate (heal 30 HP over 5s)
- Special: Adaptive Shell (immune to next attack)
- ASSAULT MODULE:
- HP: 80 (Very Low)
- Speed: 140 (Very Fast)
- Damage: 25 (Extreme)
- Mechanic: Stealth & Burst
- +50% crit chance
- First hit before ATB starts
- Abilities:
- ASSAULT MODULE:
- Primary: Shadow Strike (2.0x dmg, guaranteed crit)
- Special: Phase Shift (dodge next 3 attacks)
- DEFENSE MODULE:
- Primary: Smoke Bomb (reset all enemy ATB)
- Special: Vanish (become untargetable 5s)
- ASSAULT MODULE:
- VANGUARD: Unlocked by default
- SOLARIS: Level 2 OR 10 kills
- HYDRA: Level 4 OR 25 kills
- WYRM: Level 6 OR 50 kills
- GHOST: Level 8 OR Complete 1 run
- FIRST BLOOD: Defeat your first enemy
- CENTURION: Defeat 100 enemies total
- EXTERMINATOR: Defeat 500 enemies total
- CRIT MASTER: Land 50 critical hits
- COMBO KING: Achieve a x10 combo
- SECTOR CLEAR: Complete Sector 1
- HALFWAY THERE: Complete Sector 3
- VICTOR: Complete all 5 sectors
- UNTOUCHABLE: Complete a sector without taking damage
- SPEEDRUNNER: Complete run in under 15 minutes
- LIGHTNING FAST: Complete run in under 10 minutes
- HOARDER: Own 10 augmentations in a single run
- SYNERGY SEEKER: Activate your first synergy
- COLLECTOR: Unlock 20 codex entries
- ARCHIVIST: Unlock all codex entries
- BOSS SLAYER: Defeat 10 bosses
- PERFECTIONIST: Complete a perfect run (no damage, no consumables)
- ENDLESS WARRIOR: Reach wave 25 in Endless Mode
Achievements unlock automatically via checkAchievements() called after each significant action.
Example:
const FIRST_BLOOD: Achievement = {
id: 'first-blood',
condition: (stats) => stats.totalKills >= 1,
reward: { type: 'XP', value: 100 }
};Each pilot has their own talent tree with 15-20 talents.
interface Talent {
id: string;
name: string;
description: string;
tier: 1 | 2 | 3 | 4 | 5;
cost: number; // Required points
prerequisiteId?: string; // Parent talent
effect: TalentEffect;
}- STAT_BOOST: +X HP, +Y dmg, etc.
- ABILITY_ENHANCE: Improves an ability
- UNLOCK_FEATURE: Unlocks a mechanic
- PASSIVE_BONUS: Permanent bonus
Tier 1 (1 point):
- Reinforced Plating: +20 Max HP
- Combat Training: +10% crit chance
Tier 2 (2 points, requires Tier 1):
- Shield Mastery: +25% shield generation rate
- Aegis Aura: Allies within 5m gain 10 shield
Tier 3 (3 points, requires Tier 2):
- Unbreakable: Shield breaks grant OVERDRIVE (5s)
- Fortress: While shield > 50%, take 25% less dmg
Tier 4 (5 points, requires Tier 3):
- Guardian Angel: Auto-revive once per run at 1 HP
- Earned by leveling up
- 1 point per level
- Can be reset (cost: scrap)
- Infinite waves of enemies
- Difficulty increases each wave
- Upgrades between waves (every 5 waves)
- Score based on: waves, kills, survival time
enemyHP = baseHP * (1 + wave * 0.15)
enemyDamage = baseDamage * (1 + wave * 0.10)
Every 5 waves, choose between 3 random upgrades:
- +20 Max HP
- +10% Damage
- +1 Consumable
- +15% Cooldown Reduction
- Random augmentation
- +50 Scrap
- Full Heal
- Extra Life
- Random Synergy
Score is calculated:
score = (wave * 100) + (kills * 10) + (survivalTime / 60 * 50)Filters:
- By difficulty
- By pilot
- Global / All-time
- Automatically records the last 5 combats
- Saves: Boss kills, Victories, Defeats (optional)
- Replays in real-time with controls (play/pause/speed)
interface CombatReplay {
id: string;
timestamp: number;
pilotId: PilotId;
moduleId: PilotModule;
stage: number;
difficulty: DifficultyLevel;
events: ReplayEvent[]; // Timestamped actions
outcome: 'VICTORY' | 'DEFEAT';
duration: number; // Seconds
}type ReplayEvent =
| { type: 'PLAYER_ATTACK', targetId: string, damage: number }
| { type: 'ENEMY_ATTACK', enemyId: string, damage: number }
| { type: 'ABILITY_USED', abilityId: string }
| { type: 'CONSUMABLE_USED', consumableId: string }
| { type: 'ENEMY_SPAWNED', enemy: Enemy }
| { type: 'ENEMY_DEFEATED', enemyId: string };Complete bio for each pilot, unlocked by selecting them.
Data on each enemy type, unlocked by killing them.
interface CodexEnemyEntry {
id: string;
name: string;
description: string;
stats: { hp, damage, speed };
killCount: number; // Tracking
firstKill?: number; // Timestamp
}Story fragments unlocked by progressing.
Audio logs (TTS) discovered randomly (15% chance after victory).
// Unlock pilot bio
unlockCodexPilot(pilotId);
// Unlock lore
unlockCodexLore('lore-the-fall');
// Audio log chance
unlockCodexAudioLog(0.15); // 15%
// Track enemy kills
recordCodexEnemyKill('SENTINEL');"NEW!" badge on unread entries.
interface CodexProgress {
pilotsUnlocked: number; // X/5
enemiesUnlocked: number; // X/20
loreUnlocked: number; // X/15
audioLogsFound: number; // X/10
totalEntries: number;
completionPercentage: number;
}Combine consumables to create more powerful items.
MEGA-STIM (Rare):
- Cost: 2x Med-Kit + 50 scrap
- Effect: Restore 100 HP (vs 50 for normal Med-Kit)
CRYO-BOMB (Legendary):
- Cost: 2x EMP Grenade + 2x Frag Grenade + 100 scrap
- Effect: AoE stun + slow (5s)
- Certain recipes unlocked by stage
- Others by achievements
- Visible in the hangar
interface CraftingRecipe {
id: string;
requirements: { consumableId?: string, count: number, scrap?: number }[];
result: Consumable;
unlockedAtStage?: number;
}| Level | Enemy HP | Enemy Dmg | Scrap | Permadeath | Lives |
|---|---|---|---|---|---|
| RECRUIT | 1.0x | 1.0x | 1.5x | ❌ | ∞ |
| VETERAN | 1.3x | 1.2x | 1.2x | ❌ | 3 |
| ELITE | 1.6x | 1.5x | 1.0x | ❌ | 1 |
| NIGHTMARE | 2.0x | 2.0x | 0.8x | ✅ | 1 |
One random modifier per day (rotation):
- All enemies become mini-bosses
- HP: -50%, Dmg: +25%
- Boss fights more frequent
- 2x chance of environmental hazards
- Hazard effects +50% stronger
- Offensive consumables hidden
- +100% scrap rewards
- Focus on defensive abilities
- ARIA labels on all interactive elements
- Live regions for dynamic announcements
- Skip links for quick navigation
- Descriptions for images and icons
| Key | Action |
|---|---|
| Tab / Shift+Tab | Navigate between elements |
| Enter | Select / Confirm |
| Space | Activate / Toggle |
| Escape | Close / Back |
| Arrows | Navigate lists |
| 1-4 | Use consumable (in combat) |
| P | Pause |
| H | Contextual help |
3 modes for different types:
- Protanopia (red-green): Adjusted palette red → orange
- Deuteranopia (red-green): Adjusted palette green → blue
- Tritanopia (blue-yellow): Adjusted palette blue → purple
Audio positioning based on enemy position:
- Enemies on left → sound on left
- Enemies on right → sound on right
- Boss → amplified center sound
Performance Mode:
- Disables complex animations
- Reduces particles
- Disables blur/glow effects
- +30% FPS on low-end machines
Last Updated: 2025-12-11