Built from the current game configuration: the SHOTS FIRED browser bundle contains a training mission, seven individually configured missions and a generated sequence of numbered missions 8–100. The figures below describe configured waves and enemy pools, not a guarantee that every attempt will spawn an identical number of opponents.
Campaign map: training and the first seven missions
The first seven levels have individual briefings and difficulty steps. Train first, then use the wave count and enemy roster to decide which skills to practice before the next deployment. On a small screen, scroll the table sideways.
| Level | Operation & objective | Configured waves | Enemy pool IDs |
|---|---|---|---|
| Training | Flight Training Training the primary shot, plasma burst, motion and crystal pickup. | Tutorial | scarab, glint |
| 01 | Desert Recon Amber glass sands; scout drone clearance. | 4 | scarab, glint |
| 02 | Desert Outbreak Reinforced swarm; armored and faster opponents. | 5 | scarab, glint, obelisk, mirage |
| 03 | Desert Strike Rapid-fire volleys and shielding. | 5 | glint, obelisk, mirage, facet |
| 04 | Desert Assault Precision threats and greater pressure. | 6 | obelisk, mirage, facet, watcher |
| 05 | Desert Inferno Elite interceptors and armored enemies. | 6 | mirage, facet, watcher, duelist |
| 06 | Desert Apocalypse High-density elite swarm. | 7 | facet, watcher, duelist, reefRay, urchin |
| 07 | Apex Boss Showdown Boss-only showdown; no normal waves configured. | Boss only | none |
The names in the final column match the enemy identifiers in the game configuration. See the enemy reference for in-game display names, baseline hull and attack families.
Inspect any procedural level (8–100)
For levels 8–100 the game builds mission parameters using a deterministic formula. Use this inspector to see the configured wave count, initial wave-size parameter, per-wave growth, eligible enemy types, environment and boss selection for a chosen level. It is a planning reference, not an in-game level selector or a claim that you have unlocked the level.
Enable JavaScript and choose a level to display the generated mission parameters.
How the later missions scale
The current bundle rotates seven visual environments—desert, swamp, forge, frost, mirror, astral and voidcrown—across the procedural levels. Its wave and enemy-count parameters become more demanding over time. For example, level 8 is configured for six waves, while level 100 is configured for 29 waves. The enemy pool also widens until all nine campaign enemy IDs are eligible. These are properties of the game's mission definitions, not estimates of how long a round takes.
Route-building advice that uses the configuration
- Training and level 1: work on keeping a target inside the reticle and checking hull between engagements. Only scarab and glint appear in the initial configured pool.
- Levels 2–3: four enemy IDs enter the roster, then facet appears. Identify the fast threat before settling into a long shot.
- Levels 4–6: watcher and duelist join, followed by reefRay and urchin in level 6. Review enemy attack families so you recognize why some volleys demand repositioning.
- Level 7: the configuration specifies a boss-only final encounter with the voidFortress. Do not expect a regular wave count here.
- Level 8 onward: use the inspector to see how many waves are configured and which boss identifier the current level uses.
What this page does not do
The atlas does not unlock levels, change game saves, guarantee encounters or claim to provide a walkthrough recorded from all 100 missions. It documents level data found in the playable browser build. For actual controls, see the control reference; for hardware checks before a long session, use the compatibility tester.