FIELD MANUAL // DS-01SYSTEM ONLINE

CYBER DRAWING SHOOTER

DRAW SHOOTER

GAME GUIDE / HOW TO PLAY

Draw your own fighter, then weave through bullet patterns in this auto-fire arcade shooter.

GAME STARTDRAW & DEPLOY

Basic Controls

  1. Draw
    Sketch your ship in one stroke inside the dotted area.
  2. Dodge
    Move with swipe, drag, WASD, or the arrow keys. Hold Shift for precision movement and to reveal the center hitbox core.
  3. Fire
    Weapons fire automatically. Pause with P or SPACE.

Four Shapes, Four Weapons

LASER

Draw tall and narrow. Fast and powerful against bosses and durable targets straight ahead.

SPREAD

Draw wide horizontally. Covers five directions to clear dispersed enemy formations.

HOMING

Draw a zigzag. Lower damage, but keeps tracking while you focus on dodging.

RADIAL

Draw a closed loop. Fires in every direction against encirclement and flanking enemies.

Bosses resist one weapon type. If you see "NO DAMAGE," redraw your ship during battle and switch weapons.

Score & Upgrade Modules

Chain kills to build your combo. Your score multiplier rises every 10 combos, up to 2x. Slip close to an enemy bullet for a GRAZE score bonus.

TWIN CORE

Adds side cannons for extra forward firepower.

SEEKER BIT

Adds homing support shots to catch missed targets.

NOVA PULSE

Releases an expanding wave that attacks nearby targets.

After every boss, choose one unfinished upgrade module. Weapon customization continues until all three modules reach LV.3, and maxed modules no longer appear as choices. Combat pauses while choosing, with no time limit.

Wave Progression & Boss Identity

Each wave spans four bosses. New hostiles join the existing roster gradually instead of replacing it all at once.

2ND WAVE

SPLITTER breaks into two fragments when destroyed, while CHARGER telegraphs a line before rushing through it.

3RD WAVE

SWEEPER crosses the field while firing a fan, and CARRIER deploys small attack drones.

OVERDRIVE

After the 12th boss, every enemy type enters the mix. Threat tier rises every four bosses in an endless run.

Laser, tentacle, missile, and final bosses periodically prioritize their own signature attacks. Attack tempo and boss durability remain capped, preventing endless scaling from becoming arbitrary.

Emergency Systems

BURST / HELP

When the screen gets crowded, HELP appears. It clears every enemy bullet and calls in two allied fighters.

ADRENALINE

At 10 HP or less, time slows. Survive without taking another hit to recover HP.

Dynamic Difficulty

Destroy enemies high on the screen and the assault intensifies. Let enemies escape and the pressure eases slightly. Aggressive play brings higher risk and reward.

SOUND CREDIT

BGM Credit

BGM: Springin’ Sound Stock

Our sincere thanks to Shikumi Design Inc. and everyone behind Springin’ Sound Stock for making this excellent music available and helping shape the atmosphere of this game.

View usage guidelines