Starship Gauntlet is a deck-building roguelike set in deep space. You command a starship through a branching star chart of 10 rows, fighting enemies, shopping for ship modifications, and scavenging resources. Build your command deck, install ship mods, chain abilities for bonus damage, and defeat the final boss.
Victory: Defeat the boss at the end of the star chart.
Defeat: Your hull reaches 0 at any point. Permadeath — your save is deleted on death.
The game auto-saves before each star chart screen. You can continue a run from the start screen using one of 3 save slots.
Each combat turn has four phases:
Your hand is drawn from the draw pile. Drag cards in the order console to set execution order. Click a card to select it, then click an enemy to assign a target. Cards beyond your CC budget are greyed out and cannot be targeted. Press EXECUTE when ready.
Commands execute sequentially in the order you set. Damage, shields, and status effects apply immediately — later cards in the queue see updated state. Chain bonuses accumulate as consecutive same-tag cards resolve.
Each enemy acts in order based on their AI type. Enemies telegraph their intent (visible on their target card and radar blip when scanned). Ionized enemies may fail to act — see Status Effects.
Remaining hand is discarded. Cooldown timers tick down (exhausted cards with cooldowns return to discard when ready). Corrosion (COR) deals damage. Ionized stacks decay by 1 on enemies. Player Ionized stacks that were present at the start of the turn also decay by 1 (Ionized freshly applied during the enemy phase is protected until next turn). Chain resets. A new turn begins.
Every command card has a type that determines its chain tag and UI color:
| Type | Tag | Role |
|---|---|---|
| ATK | ATTACK | Direct damage to enemies |
| DEF | DEFENSE | Shield generation and hull protection |
| SYS | SYSTEMS | CC manipulation, shield stripping, Ionized |
| TAC | TACTICS | Target Lock, scanning, intent disruption |
| TEC | TECH | Corrosion, DOT effects |
| SPC | SPECIAL | Unique effects outside standard categories |
Card types matter for two systems: Chain bonuses (same type in a row) and Tactical Diversity (3+ different types in one turn).
Your deck cycles through four piles:
At the start of each turn, cards are drawn from the draw pile into your hand. When the draw pile runs out, the discard pile is shuffled and becomes the new draw pile, then drawing continues.
Some powerful cards are exhausted after use — removed from the cycle. Cards with a cooldown (e.g., "CD 2") return to the discard pile after that many turns, ready to be drawn again.
SS Gauntlet uses explicit card-first targeting:
Click a selected card again to deselect it. Cards beyond the CC affordability cutoff cannot acquire targets — moving a card out of the affordable zone clears its target.
Applied to enemies via scanning commands. Many attack cards deal bonus damage when the target has TL, consuming the stacks in the process. TL is your primary damage amplifier — scan first, then strike.
On enemies: Each Ionized stack gives the enemy a 20% chance to fail their action each turn (capped at 75% at 4+ stacks). On failure, the enemy skips their action but keeps their intent — they'll try again next turn. Ionized decays by 1 stack per turn.
On the player: Reduces CC by the number of Ionized stacks at the start of the turn (minimum 0 CC). Decays by 1 at end of turn, but Ionized freshly applied during the current enemy phase is protected until next turn. A dangerous debuff that limits your options.
Applied to enemies. At end of turn, COR strips shields first (1 shield per stack), then deals hull damage equal to remaining stacks. COR is persistent — it does not decay, making it powerful against high-shield enemies.
Playing consecutive commands with the same chain tag targeting the same enemy builds a chain. The chain count determines your bonus tier:
| Chain | ATK Bonus | DEF Bonus | SYS / TAC / TEC Bonus |
|---|---|---|---|
| x2 | +25% damage | +25% shields | +30% status amount |
| x3 | +40% damage | +40% shields | +50% status amount |
| x4+ | +60% damage | +60% shields | +75% status amount |
Bonuses are percentage-based and round down: bonus = floor(base × percentage).
The Chain Status indicator in the ship status panel shows 5 pips matching bonus tiers. During planning, it previews the peak chain in your affordable queue. During resolving, it shows the live chain state. Pips glow when a bonus tier is reached.
Play 3 or more distinct card types in a single turn to earn +1 CC on your next turn. This bonus has a 2-turn cooldown (minimum 3 turns between earning bonuses).
The diversity indicator shows 3 pips that fill as you add distinct types to your plan. When all 3 light up, a "READY" label glows. Fizzled commands still count toward diversity.
You begin each run with 10 command cards:
| Card | Type | Cost | Qty | Effect |
|---|---|---|---|---|
| Pulse Burst | ATK | 1 | 1 | 8 damage if target has TL, else 6 damage |
| Kinetic Slug | ATK | 1 | 1 | 9 damage |
| Sweep Barrage | ATK | 1 | 1 | 4 damage to all enemies |
| Brace Pattern | DEF | 1 | 3 | +7 shields |
| Degaussing Pulse | DEF | 1 | 1 | Remove all Ionized from self, +4 shields. Exhaust, 2-turn CD |
| Sensor Sweep | TAC | 1 | 1 | +6 TL to target enemy |
| Wide Scan | TAC | 1 | 1 | +3 TL to all enemies |
| Nanite Particle Swarm | TEC | 1 | 1 | +3 COR to target. Exhaust, 2-turn CD |
8 unique cards, 10 total (Brace Pattern ×3). A balanced mix of damage, defense, scanning, and tech. Every card costs 1 CC, fitting neatly into your 4 CC budget.
After each combat victory, choose 1 of 3 offered cards (or skip). Rarity affects offer weight: common cards appear more often, rare cards less so.
| Card | Type | Cost | Effect |
|---|---|---|---|
| Railshot | ATK | 2 | 16 damage |
| Focused Beam | ATK | 2 | 12 damage |
| Emergency Shields | DEF | 2 | +12 shields |
| Overcharge | ATK | 2 | 5 damage to all enemies (8 if target has TL) |
| Ion Lance | SYS | 1 | 4 ion damage + 2 Ionized to target |
| Tactical Analysis | TAC | 1 | +4 TL to target + 3 shields |
| EMP Burst | SYS | 1 | 3 ion damage + 2 Ionized to target |
| Battle Focus | TAC | 0 | +2 TL to target + 1 CC |
| System Hack | SYS | 2 | Strip all shields from target enemy |
| Last Stand Protocol | ATK | 1 | Deal damage equal to missing hull. Exhaust |
| Corrosion Catalyst | TEC | 2 | Deal 4 × COR stacks as true damage + 3 kinetic |
| Overload Reactor | SYS | 0 | +3 CC + 5 self-damage. Exhaust, 3-turn CD |
| Overclocked Railgun | ATK | 3 | 22 kinetic damage + apply 1 Ionized to self |
| Card | Type | Cost | Effect |
|---|---|---|---|
| Hull Patch | DEF | 0 | +5 shields. Exhaust, 3-turn CD |
| Corrosive Barrage | TEC | 2 | +2 COR to all enemies. Exhaust, 3-turn CD |
| Crossing the T | ATK | 2 | 25 damage if target shields = 0, else 8 damage. Exhaust |
| Fire Ship | ATK | 1 | 20 damage to enemy + 8 damage to self. Exhaust |
| Crazy Ivan | TAC | 2 | Nullify all enemy intents. Exhaust. NONE chain (breaks chain) |
| Broadside | ATK | 2 | Deal your shields as damage to all enemies + set your shields to 0. Exhaust |
| Nelson's Gambit | SYS | 0 | +4 CC + set your shields to 0. Exhaust |
| System Overload | SYS | 2 | Deal 3 × Ionized stacks as ion damage + 2 Ionized to target. Exhaust, 3-turn CD |
| Precision Strike | ATK | 3 | 24 damage if target has TL ≥ 3 (consumes 3 TL), else 10 damage |
Credits are the run currency, earned from victories and spent at shop nodes. You start each run with 0 credits.
| Source | Credits |
|---|---|
| Tier 1 combat victory | 15 cr |
| Tier 2 combat victory | 25 cr |
| Tier 3 combat victory | 40 cr |
| Elite combat victory | 60 cr |
| Boss victory | 80 cr |
| Mining node | 15 cr |
Shop nodes (formerly dock stations) let you purchase ship modifications, add cards to your deck, and repair hull damage. Budget carefully — credits are limited and the best mods are expensive.
Ship modifications are permanent upgrades installed between combats. You can have one mod per category (5 categories). Installing a new mod in a category replaces the old one.
| Mod | Cost | Effect |
|---|---|---|
| Reinforced Plating | 30 cr | +10 max hull |
| Ablative Armor | 50 cr | Reduce all incoming damage by 1 |
| Emergency Bulkheads | 45 cr | When hull < 15, gain 8 shields (once per combat) |
| Mod | Cost | Effect |
|---|---|---|
| Capacitor Banks | 30 cr | +5 shield cap |
| Auto-Shields | 35 cr | Start combat with 8 shields |
| Reflective Plating | 55 cr | Shields reflect 2 damage back to attacker |
| Mod | Cost | Effect |
|---|---|---|
| Auxiliary Reactor | 60 cr | +1 CC per turn |
| Power Saver | 40 cr | First card each turn costs 1 less (min 0) |
| Overcharge Capacitor | 25 cr | +2 CC on turn 1 only |
| Mod | Cost | Effect |
|---|---|---|
| Targeting Uplink | 35 cr | Start combat with 2 TL on all enemies |
| Magnetic Accelerator | 50 cr | ATK cards deal +2 damage |
| Armor Piercing Rounds | 55 cr | Damage ignores first 3 shields on target |
| Mod | Cost | Effect |
|---|---|---|
| Ion Hardening | 30 cr | Immune to Ionized status |
| Nanite Dispenser | 50 cr | COR applications add +1 extra stack |
| ECM Suite | 45 cr | Enemy damage reduced by 2 on first hit each turn |
Each enemy has an AI type that determines their action probabilities each turn:
| AI Type | Behavior |
|---|---|
| drone_aggressive | 50% charged laser (8 dmg) • 50% ion pulse (4 dmg + 1 Ionized) |
| frigate_missile | Must arm missiles first (1 turn). Once armed: 70% missile salvo (10 dmg) • 30% reload (+6 shields) |
| gunship_heavy | 60% heavy laser (12 dmg) • 40% recharge (+8 shields) |
| shieldbearer | 70% recharge (+10 shields) • 30% laser (5 dmg) |
| bomber_swarm | 40% ion pulse (4 dmg + 1 Ionized) • 30% corrosion spray (3 dmg + 2 COR) • 30% laser (6 dmg) |
| interceptor_fast | 80% laser (5 dmg) • 20% ion pulse (3 dmg + 1 Ionized) |
| AI Type | Behavior |
|---|---|
| dreadnought_siege | Siege cannon with chargeup phase. Heavy damage when it fires. |
| carrier_swarm | Deploys combat drones. Used by Swarm Carrier (elite) and Hivemind Nexus (boss). |
| phase_shifter | Dimension phasing — no shields but hard to pin down. |
| hulk_corrosive | Heavy corrosion attacks with hull regeneration. Wear it down fast. |
| warlord_boss | Multi-phase boss with advanced tactics and high shields. |
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Raider Drone A | 22 | 6 | drone_aggressive |
| Raider Drone B | 20 | 4 | drone_aggressive |
Two fast drones. Low health but high aggression — both can apply Ionized. Kill quickly or spend the whole fight CC-starved.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Rogue Gunship | 45 | 10 | gunship_heavy |
A single beefy target. Hits hard (12 dmg) and recharges shields. Focus fire and keep your shields up.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Pirate Interceptor | 20 | 3 | interceptor_fast |
| Pirate Drone | 16 | 2 | drone_aggressive |
Fast interceptor and drone spring from an asteroid field. Low health, dispatch them quickly.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Scavenger A | 14 | 2 | drone_aggressive |
| Scavenger B | 14 | 2 | drone_aggressive |
| Scavenger C | 14 | 2 | drone_aggressive |
Three weak drones swarm you. Individually fragile but they can stack Ionized fast if left unchecked.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Raider Missile Frigate | 50 | 4 | frigate_missile |
| Raider Drone A | 28 | 8 | drone_aggressive |
| Raider Drone B | 22 | 6 | drone_aggressive |
The frigate needs a turn to arm missiles, then threatens 10-damage salvos. Kill the drones first or disrupt the frigate before it fires.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Shieldbearer | 30 | 20 | shieldbearer |
| Interceptor Alpha | 24 | 4 | interceptor_fast |
| Interceptor Beta | 24 | 4 | interceptor_fast |
The Shieldbearer constantly regenerates shields (+10). Use Corrosion, System Hack, or Crossing the T to break through. Interceptors chip in Ionized.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Storm Bomber A | 30 | 6 | bomber_swarm |
| Storm Bomber B | 30 | 6 | bomber_swarm |
Two bombers in an ion storm. Expect heavy Ionized and COR stacking. Degaussing Pulse is your best friend here.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Convoy Shieldbearer | 28 | 18 | shieldbearer |
| Convoy Gunship | 38 | 8 | gunship_heavy |
Shieldbearer escorting a gunship. The shield wall protects the heavy hitter — strip or bypass shields to reach the gunship.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Bomber Alpha | 32 | 8 | bomber_swarm |
| Bomber Beta | 32 | 8 | bomber_swarm |
| Escort Gunship | 40 | 12 | gunship_heavy |
Bombers stack Ionized and Corrosion while the gunship hammers you with heavy lasers. Prioritize bombers to stop the status bleed.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Raider Flagship | 65 | 15 | frigate_missile |
| Elite Drone A | 30 | 10 | drone_aggressive |
| Elite Drone B | 30 | 10 | drone_aggressive |
Flagship has massive hull and its missile salvos hurt. Elite drones are beefier versions with higher shields. Manage your CC carefully.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Vanguard Frigate | 48 | 6 | frigate_missile |
| Vanguard Gunship | 36 | 10 | gunship_heavy |
| Vanguard Interceptor | 22 | 4 | interceptor_fast |
Mixed assault force. The frigate launches missiles, the gunship deals heavy damage, and the interceptor chips in Ionized. A three-front fight.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Fortress Bomber A | 30 | 6 | bomber_swarm |
| Fortress Bomber B | 30 | 6 | bomber_swarm |
| Fortress Bomber C | 30 | 6 | bomber_swarm |
Three bombers overwhelming you with DoT. COR and Ionized will stack rapidly. Kill fast or drown in debuffs.
Elite nodes appear on rows 4 and 6 of the star chart. These are tougher than standard encounters but award 60 credits and a choice of 2 ship modifications.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Siege Dreadnought | 70 | 15 | dreadnought_siege |
Massive dreadnought charging a siege cannon. Disrupt or destroy before the cannon fires for devastating damage.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Swarm Carrier | 55 | 10 | carrier_swarm |
| Carrier Drone | 18 | 4 | drone_aggressive |
Carrier deploys combat drones. Focus the carrier to stop reinforcements.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Phase Shifter | 45 | 0 | phase_shifter |
| Escort Interceptor | 22 | 4 | interceptor_fast |
No shields but phases between dimensions. Hard to pin down — scan it first.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Corrosion Hulk | 80 | 5 | hulk_corrosive |
Massive hulk with regeneration and heavy corrosion attacks. The longest fight — burst it down before COR overwhelms you.
The final node (row 9) is always a boss. Defeating the boss completes the run.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Warlord Command Ship | 80 | 25 | warlord_boss |
The sector warlord's flagship. Multi-phase boss with the highest shield cap in the game. Bring shield-stripping tools and a deep deck.
| Enemy | Hull | Shields | AI |
|---|---|---|---|
| Hivemind Nexus | 70 | 15 | carrier_swarm |
| Hivemind Drone A | 20 | 6 | drone_aggressive |
| Hivemind Drone B | 20 | 6 | drone_aggressive |
Alien construct controlling swarms of drones. Kill the nexus to end the fight — drones are a distraction.
Each run generates a deterministic 10-row star chart with 28 nodes, branching from a single entry node to a single boss node. Your path through the chart is a series of choices — each row offers 1–4 nodes, and edges connect to reachable nodes in the next row.
| Type | Icon | Description |
|---|---|---|
| Combat | Tier badge | Fight a standard encounter. Tier increases with row depth. |
| Elite | Skull | Fight a powerful elite encounter. Awards 60 cr + choice of 2 ship mods. |
| Boss | Crossed swords | Final encounter. Defeating the boss completes the run. |
| Dock (Shop) | + | Shop: buy mods, cards, and repairs with credits. |
| Event | ? | Narrative choice with risk/reward tradeoffs. |
| Mining | * | Gain hull, credits, and possibly a card. |
| Row | Nodes | Content |
|---|---|---|
| 0 | 1 | Entry — Tier 1 combat |
| 1 | 3 | Tier 1 combats |
| 2 | 3 | Tier 1 combats + shop |
| 3 | 4 | Tier 2 combats |
| 4 | 4 | Tier 2 combats + elite + event |
| 5 | 3 | Tier 2 combat + mining + event |
| 6 | 4 | Tier 2–3 combats + shop + elite |
| 7 | 3 | Tier 3 combats |
| 8 | 2 | Tier 3 combat + shop |
| 9 | 1 | Boss |
The chart is seeded — same seed always produces the same layout.
Dock stations now function as shops where you spend credits. Each shop offers:
Shops appear on rows 2, 6, and 8 of the star chart. Budget your credits carefully across these stops.
Choice A — Board the Wreck: Take 8 hull damage, gain Focused Beam (ATK, 12 dmg, cost 2).
Choice B — Scan from Distance: Heal 5% of max hull. Safe but no reward.
Choice A — Push Through: Take 10 hull damage. Risky but saves time.
Choice B — Wait It Out: Heal 10% of max hull. The cautious choice.
Choice A — Accept Trade: Take 12 hull damage, gain Overclocked Railgun (ATK, 22 dmg + 1 self-Ionized, cost 3).
Choice B — Decline: No effect.
| Site | Hull Gained | Credits | Card |
|---|---|---|---|
| Asteroid Mining Field | +8 hull | +15 cr | None |
| Salvage Yard | +5 hull | +15 cr | Offered: Battle Focus (TAC, +2 TL + 1 CC, cost 0) |
Chaining same-type cards boosts damage/shields/status by up to 60–75%, but locks you into one type. Diversity gives +1 CC next turn for using 3+ types. Early game, diversity is easier to trigger with a mixed starter deck. Late game with specialized cards, deep chains can be devastating.
COR is one of the strongest mechanics against shielded enemies. It strips shields and deals hull damage every turn without decaying. Stack COR early with Nanite Particle Swarm, then add Corrosive Barrage for AOE corrosion. Corrosion Catalyst converts COR stacks into burst damage for the kill.
Stack Ionized on the most dangerous enemy to disrupt their actions. At 4 stacks, they have a 75% chance to fail each turn. Pair Ion Lance and EMP Burst for rapid stacking. System Overload converts Ionized stacks into damage for a finisher.
Shields reset to 0 each combat, so build them up early with DEF cards. Brace Pattern chains give +25/40/60% bonus shields. Nelson's Gambit sacrifices your shields for +4 CC — use it before building shields, not after. Broadside converts shields to AOE damage — build high, then fire.
Kill the biggest threat first. Bombers stack debuffs that compound over time. Frigates hit hard once armed — disrupt or destroy before they fire. Shieldbearers are annoying but low damage — save them for last unless you have shield-stripping tools.
With 4 CC per turn, you can play four 1-cost cards or mix costs. Battle Focus and Overload Reactor generate extra CC (at a price). Nelson's Gambit gives 4 CC for your shields. Diversity bonus gives a free +1 CC next turn. Don't sleep on 0-cost cards — they're free chain builders.
More cards means less consistency — you see each card less often. Only add cards that synergize with your strategy. Skip the reward if none of the 3 options fit. A tight 12–14 card deck with a clear plan beats a bloated 20-card pile.
Credits are finite. Don't spend everything at the first shop — save for the best mods. Elite encounters are the best credit source (60 cr) and also give a free mod pick. Prioritize Auxiliary Reactor (+1 CC) if you can afford it early — the extra CC compounds over every remaining fight.
Elite nodes (rows 4 and 6) are optional but highly rewarding. If your hull and deck are healthy, routing through elites for mod rewards can set you up for the boss. If you're hurting, take the safer combat or shop path instead.
The Threat Matrix radar is where all combat visuals happen — projectile trails, damage numbers, shield pulses, explosions, and status effects. Click a card name below to see its radar signature. Click an enemy blip on the radar to change the target.