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How to play Galactic Overkill

Controls, weapons, power-ups and the things nobody tells you.

Galactic Overkill is a free multiplayer space shooter that runs in your browser. You fly a small neon ship, top-down, through an asteroid field shared with up to fourteen other pilots. This page is the long version of the in-game How To Play card: everything the game does, in the order you will meet it.

Starting a match

  1. Open galacticoverkill.com. The game loads in the page — there is no installer, no plugin and no account.
  2. Type a callsign (2–12 letters). It is stored on your device, so you only do this once.
  3. Press Quick Play for a public free-for-all, Play Co-Op for wave survival, or pick Conquest for team territory control. See the game modes guide for what each one asks of you.
  4. You warp in with a three-second countdown and a few seconds of spawn shield. Use it — you cannot move or shoot during the countdown, but nothing can hurt you either.

If a public lobby is quiet, bots fill the empty seats so the arena is never dead, and they drop out again as real pilots arrive.

Controls

Keyboard

ActionKeys
SteerWASD or the arrow keys
FireSpace (hold it — every weapon is hold-to-fire)
Brake / reverseS or
ChatEnter
ScoreboardTab (hold)

Phone and tablet

Touch controls appear automatically. The left thumbstick steers and the right pad fires — you can hold both at once, and you should. It works in portrait and in landscape. You can also add the game to your home screen from your browser's share menu and it will open full-screen like an installed app.

Do not like where the sticks sit? Open Settings → Edit HUD Layout and drag the controls and readouts where your thumbs actually are. The layout is saved per device type, so a phone and a tablet each keep their own.

Gamepad

Any standard controller works, and it works in the menus too — you can navigate the whole title screen without touching the keyboard.

ActionControl
SteerLeft stick — a heading, not a thrust vector: point where you want to go and the ship turns to it
FireRight trigger
BrakeL1 / L2
Pick an upgrade cardX / Y / B

Power-ups

Power-up orbs float around the arena and expire on their own clock if nobody takes them — they blink before they go. Fly close and you pick them up automatically; the grab radius is generous, so a fly-by counts. Most of them stack, which is where the game gets its name.

Power-upWhat it does
Hull repairRestores health.
Fire ratePermanently faster cadence for this life.
EnginesMore top speed.
TurningFaster turn rate, capped at about twice base so the ship stays aimable.
Crit strike+10% chance of a 2.5× damage hit on top of everyone's 5% base.
SpreadA temporary wider shot pattern.
AfterburnerFive seconds at 1.7× movement speed.
OverdriveTriple fire rate while it lasts.
MagnetEight seconds of a much wider pickup radius — sweep the field.
Double damageEight seconds of 2× damage.
ShieldAbsorbs incoming fire.
GhostFive seconds where enemy bullets pass straight through you. Flak blasts, the harvester beam and ramming still land — it is not full invulnerability.

Levelling up and upgrade cards

You earn XP for kills, for breaking asteroids and for claiming loot crates. Every level, the game stops and offers you a choice of upgrade cards. They are permanent for that life and lost when you die, which is the whole shape of a run: you are always either building or rebuilding.

The pool includes Fire Rate +, Rapid Fire ++, Engines +, Afterburner ++, Crit Strike + / ++, Turning + / ++, Max Hull +25, Full Repair, Defense Orbit Shell — and the weapon cards below.

All ten weapons

Everyone spawns with the same gun. Every other weapon in the game arrives as an upgrade card on level-up, so there is no loadout screen, nothing to buy and nothing to grind — and no two runs build the same ship.

WeaponHow it behavesUse it when
RapidThe default. Even cadence, 25 damage a hit, no drawback.Always fine. Never the best.
Twin ShotTwo parallel bolts, each a little weaker.You want a wider column of fire without losing rate.
Tri-ShotThree bolts in a tight forward fan, every trigger.Mid range, against pilots who strafe.
ShotgunSeven pellets in a wide cone at half rate.Point blank. It is devastating close and useless past a screen.
RailgunOne piercing slug, 55 damage, punches through everything in the line.Lined-up targets, or anything you want dead in two hits.
HomingTracks whoever you were pointing at.You are being chased and cannot aim backwards.
FlakA lobbed shell that bursts into an area blast.Crowds, crates and anyone hiding behind a rock.
RicochetReflects off asteroids and the world edge up to three times.Trick shots around cover.
HarvesterNo bullets — a chain-lightning beam that latches onto every enemy and asteroid in range and zaps them all at once.A brawl. It does not care about aim.
Charge BeamHold to charge, release for one instant piercing beam whose range, width and damage scale with the hold. A tap fizzles.You have a second of cover and a target that will still be there.

Loot crates, asteroids and the bounty

A loot crate drops every five kills across the lobby. Shoot it open — about eleven hits — and then sit inside it for three seconds to claim it. That three seconds is the point: the crate is not a pickup, it is a fight with a timer, and everyone on the map can see where it is.

Asteroids break into smaller rocks and pay XP. They also block shots, which makes them cover, and Ricochet turns them into a weapon.

Get three kills and you become the bounty. Your callsign is marked for everyone, you take 50% more incoming damage, killing you is worth bonus XP, and bots will path to you from most of the way across the map. A lead in Galactic Overkill is something you have to survive, not something you coast on.

Periodically a mothership warps in with an escort. It hits hard, and it drops three to five loot crates when it dies — which usually turns into the biggest fight of the match.

The daily mutator

One rule change rotates every day and applies to every public match. The current one is shown on the title screen.

In a private lobby the host picks the mutator instead of taking the day's.

Five things that will make you better immediately

  1. Do not fly straight. Every weapon in the game leads a straight line. A constant gentle arc beats a dodge you have to think about.
  2. Take the fire rate cards early. Damage per second compounds with everything else you pick up; a single big-damage card does not.
  3. Do not open a crate you cannot hold. Cracking it open with nobody nearby is a gift to whoever arrives at second two.
  4. Use the brake. Stopping is an aiming tool. Most new pilots never press it once.
  5. Break off when you become the bounty. At 50% extra damage taken, the fight you would have won at two kills is a fight you lose at three.

Play Galactic Overkill free