Grunt
Standard runner
The basic unit — descending straight and slow, firing single shots. It fills the line by numbers.

BESTIARY
The rift's legion hammering the barrier — 20 boss archetypes and 8 enemy types, with HP, movement, summons, shields and bullet variables straight from canon.
HP
120
The standard sentry of the barrier's front line. A textbook three-phase fan-ring-spiral — your first gate.
HP
165
A hovering summoner. Each phase shift calls one minion to reinforce its dense rings and twin spirals.
HP
200
A halo in orbit. Patrolling the full width, it tests your dodge lanes with gap-rings and fast spirals.
HP
230
An eight-sided encircler patrolling the whole width. Dense rings and pulse walls squeeze your safe zone shut.
HP
260
A pulsing seven-sided star. It layers spiral-lock and nova-ring waves while pacing fast side to side.
HP
280
A phantom elite of the void arc. It overlaps helix and nova-ring while pacing in nervous, high-speed sweeps.
HP
300
An aim-specialised type pacing fast. Aimed bursts and aimed rain hunt your position relentlessly.
HP
330
A leviathan of orbit. Hovering high, it deploys two minions alongside storm walls — a summoning float type.
HP
380
A three-sided rift that dives to press you. At low HP it triggers an invulnerable shield — Chapter 1 finale.
HP
400
An assault ship summoning three at once. Cross-rain and fast spirals headline its war of attrition.
HP
480
A dive type that drags you into the void. A trio of nova-ring, helix and storm wall — Chapter 2 finale.
HP
520
An overlord combining dive pressure, two summons and an invulnerable shield. Each phase resets the board.
HP
520
A scourge sweeping the full width. Storm walls, fast spirals and dense rings erase your margins — Chapter 3 finale.
HP
540
A hovering eight-sided monolith. No summons — just an invulnerable shield and nova-ring, helix walls head-on.
HP
560
An afterglow phantom behind the barrier. It dives in as if bodiless, layering afterimages with gap-rings and twin spirals — Chapter 6 finale.
HP
580
The twelve-sided core of genesis. Three summons, an invulnerable shield and spiral-lock — the barrier arc's ultimate finale.
HP
620
A requiem echoing from the barrier's roots. Condensed echoes of absorbed void — the echoes arc's final boss, Chapter 7 finale.
HP
640
A guardian machine that has masterlessly kept the gate of the sunken old city. Halting intruders is its last order — Chapter 8 finale.
HP
660
The last guardian-king of the old city. The archetype from which the five lords were cast — Chapter 9 finale.
HP
700
The wound of the first rift itself. The origin the barrier has pressed down for a hundred years — the series' deepest final boss, Chapter 10 finale.
Standard runner
The basic unit — descending straight and slow, firing single shots. It fills the line by numbers.
High-speed rush
A rusher that streaks by at top speed without firing. Skim it for tidy graze gains.
Zigzag evader
An evader that weaves down in zigzags to throw off your aim. Lead your shots to land them.
Evasive + aimed
A tricky Chapter 2 type that weaves while firing aimed shots. It carries the highest score multiplier.
3-round fan
A pentagon turret that halts and hoses a three-round aimed fan. Cut it down before the net forms.
Curved dive
A dive bomber curving down toward the player. Even without firing, its approach alone is the threat.
Straight + 2-shot
An aggressive Chapter 2 type that drops fast and stabs a tight two-shot aimed burst. It punches the line in an instant.
Top HP, heavy armor
A heavy-armored hexagon with 11 HP. Slow but the toughest, and its kill-score multiplier (×3) is the highest.
PRIMORDIAL, the finale boss of Chapter 10 DAYBREAK. With 700 base HP, four summons, an invulnerable shield and a 14-sided bullet pattern, it is the series' deepest final boss — 'the wound of the first rift itself.'
There are 20 boss archetypes spanning Chapters 1–10, each returning and scaling up across later chapter rosters. HP climbs from SENTINEL's 120 to PRIMORDIAL's 700.
Eight: Grunt, Darter, Weaver, Phantom, Gunner, Swooper, Lancer and Tank. Their movement and fire patterns — straight, zigzag, dive — differ, so difficulty shifts sharply with the mix.