Voidrain Shooter
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No autofire. Hold the trigger, spend the reserve, dodge. Endless space shooter.
- Downloads
- 3+
- on Google Play
- Price
- Free
- No in-app purchases
- Updated
- Sep 30
- 2026 · v1.3.6
Screenshots
About Voidrain Shooter
Voidrain is a portrait-first endless space shooter with one deliberate
omission: there is no autofire.
Firing drains a weapon reserve, and releasing it fills the reserve back up.
A dry gun is weak, never silent, so the trigger is a decision you make
dozens of times a wave instead of a button you hold down. Kills and near
misses refund the reserve, which means accuracy pays for itself and
spraying at empty space does not.
ONE HAND, PORTRAIT, NO CLUTTER
Drag anywhere to fly, hold FIRE to shoot. The fire button is also the
energy gauge, so the resource is read at the exact place the decision is
made. Three camera framings - classic, chase and cockpit - cycle as the run
goes deeper.
A RUN THAT KEEPS CHANGING SHAPE
Waves descend in scripted formations, a miniboss closes every fifth one,
and five waves make an act with a name. About one wave in eight breaks the
pattern outright: a SWARM of two dozen fragile drones to chain through, or
a GAUNTLET with nothing to shoot at all - a corridor of rubble with one
winding gap, paying score for every second you survive it.
Three boss scripts cycle on the miniboss, so the fight on wave 15 is not
the fight on wave 5 with more health. And the difficulty curve is bounded
on purpose: enemy health caps at three times, and the late game gets harder
by sending different enemies and faster ones, never spongier ones. Deep
runs stay about dodging.
PICK A BUILD, EVERY BOSS
Every miniboss ends in a three-card pick from a pool of twenty perks: twin
cannons, permanent pierce, a bigger reserve, cheaper bolts, grazes that
build your combo, an overkill arc that chains real damage. Two cards are
rolled and one is always a safe pick - a life, bombs or a shield - so a run
that is barely hanging on is never offered three choices it cannot use.
TWO BOARDS, AND ONLY ONE OF THEM CAN BE UPGRADED
ENDLESS is the progression board. Every run banks Cores, and the Hangar
spends them on five permanent tracks - hull, buff duration, pickup radius,
starting bombs, Core income. Nothing is ever sold for the weapon.
DAILY is the pure-skill board: the same seeded run for every player that
day, and it ignores every Hangar track you own. The two boards exist so
that one of them can never be bought into.
A REASON TO COME BACK, NOT A REASON TO FEEL BADA daily crate pays Cores on a rising streak, three daily missions pay out
the moment they complete, and if you miss a few days the first three are
free - the streak holds and picks up where it left off. Miss more than that
and it starts at day one, never at nothing. You get two reminder
notifications and then silence.
omission: there is no autofire.
Firing drains a weapon reserve, and releasing it fills the reserve back up.
A dry gun is weak, never silent, so the trigger is a decision you make
dozens of times a wave instead of a button you hold down. Kills and near
misses refund the reserve, which means accuracy pays for itself and
spraying at empty space does not.
ONE HAND, PORTRAIT, NO CLUTTER
Drag anywhere to fly, hold FIRE to shoot. The fire button is also the
energy gauge, so the resource is read at the exact place the decision is
made. Three camera framings - classic, chase and cockpit - cycle as the run
goes deeper.
A RUN THAT KEEPS CHANGING SHAPE
Waves descend in scripted formations, a miniboss closes every fifth one,
and five waves make an act with a name. About one wave in eight breaks the
pattern outright: a SWARM of two dozen fragile drones to chain through, or
a GAUNTLET with nothing to shoot at all - a corridor of rubble with one
winding gap, paying score for every second you survive it.
Three boss scripts cycle on the miniboss, so the fight on wave 15 is not
the fight on wave 5 with more health. And the difficulty curve is bounded
on purpose: enemy health caps at three times, and the late game gets harder
by sending different enemies and faster ones, never spongier ones. Deep
runs stay about dodging.
PICK A BUILD, EVERY BOSS
Every miniboss ends in a three-card pick from a pool of twenty perks: twin
cannons, permanent pierce, a bigger reserve, cheaper bolts, grazes that
build your combo, an overkill arc that chains real damage. Two cards are
rolled and one is always a safe pick - a life, bombs or a shield - so a run
that is barely hanging on is never offered three choices it cannot use.
TWO BOARDS, AND ONLY ONE OF THEM CAN BE UPGRADED
ENDLESS is the progression board. Every run banks Cores, and the Hangar
spends them on five permanent tracks - hull, buff duration, pickup radius,
starting bombs, Core income. Nothing is ever sold for the weapon.
DAILY is the pure-skill board: the same seeded run for every player that
day, and it ignores every Hangar track you own. The two boards exist so
that one of them can never be bought into.
A REASON TO COME BACK, NOT A REASON TO FEEL BADA daily crate pays Cores on a rising streak, three daily missions pay out
the moment they complete, and if you miss a few days the first three are
free - the streak holds and picks up where it left off. Miss more than that
and it starts at day one, never at nothing. You get two reminder
notifications and then silence.
Play today's Frostfire puzzle
Balance fire and ice: half of each in every row and column. A free daily puzzle from Fiplay, same board for everyone. It plays right here, no download.
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