Flight manual

How to play Comet Courier

Fly as far as you can, keep your fuel tank from running dry, and deliver humanity's message on the photon ring of Sagittarius A*, the black hole at the heart of the galaxy. One hit ends the run.

New to the game? Press Training on the game's home screen. It walks you through every move at a slow speed with a full tank, and replays a lesson if you crash.

Controls

ActionKeyboardPhone or tablet
Change lane← → or A DSwipe left or right
Change level↑ ↓ or W SSwipe up or down
Fire the BlasterSpace or FTap the screen or the Fire button
PauseP or EscThe pause button at the top

On touch screens you can switch steering in Settings: Swipe (one swipe, one move), Drag (slide your thumb and the ship follows square by square) or Pad(tap the square you want on a 3 × 3 pad). The game also pauses itself when you switch to another app.

The flight grid

You fly in a 3 × 3 grid: three lanes side by side and three flight levels, low, middle and high. Moving up or down works just like changing lanes, and your ship stays at its level until you move again. The small grid under your score shows which square you are in.

Three cues tell you your level at a glance. The level indicator, three slim ticks beside your ship, lights up at your level. Your engine burns like the stars, hottest at the top: blue on the high level, yellow in the middle and red down low. And obstacles that fill two levels, like shard asteroids and station decks, show a row of teal guide lights at the level that is still open. The level indicator can be turned off in Settings.

Every row of obstacles leaves at least one square open, and the course always gives you enough room to reach it. Early on you never need more than two moves to reach an open square.

A flight-path marker, four corner brackets ahead of your ship, shows the square you are heading into. It flashes red when something is about to hit you there, glows amber while a raider is aiming at you, turns teal for fuel and takes on a power-up's colour when one is coming. You can turn it off in Settings.

Fuel and flameouts

Your tank drains as you fly, a little faster as you speed up. Each fuel cell refills 4.5 percent of the tank. If the tank runs dry, the engine flames out and the ship coasts. Reach a fuel cell within three seconds to reignite; otherwise the run ends.

Obstacles

ObstacleFillsHow to get past
Station deckLow and middle levelsFly over it on the high level
Low laser gateLow and middle levelsFly over it on the high level
High laser gateMiddle and high levelsFly under it on the low level
Plasma arcMiddle and high levelsFly under it on the low level
Shard asteroidTwo levels, low or highFly over or under it, or blast it with the Kestrel
Full laser gateA whole lane, top to bottomChange lane
Asteroid wallEvery square but oneFind the gap
Loose asteroids and debrisSingle squaresMove to a clear square, or shoot them

Power-ups

  • Warp: about six seconds of bending space at extreme speed, smashing through anything, but it burns fuel four times as fast and cuts out before it can strand you on an empty tank.
  • Shield: absorbs one hit.
  • Magnet: pulls nearby fuel cells to you for nine seconds.
  • Blaster: twelve shots per pickup, up to 24, for asteroids, debris and raiders. Shard asteroids only break under the Kestrel's heavy fire, and gates, arcs and decks can't be shot at all.

Ships

Every ship trades one strength for one weakness, so none is simply better. Pip and Kestrel are ready from the start; the others unlock as you play. Pick your ship on the home screen or after a run.

ShipStrengthTrade-offUnlock
PipBalanced and easy to learnNothing specialStarter
KestrelHeavy fire: the only ship that can break shard asteroids, and raiders go down in half the shots15% smaller fuel tankStarter
Hauler25% bigger tank, longer WarpSlower lane and level changesDeliver 1 message
SkiffThe fastest lane and level changesFuel cells refill lessReach the Pleiades
LodestarA built-in magnet pulls in nearby fuel cellsWarp is 30% shorterCollect 500 fuel cells
WraithStarts every loop with a ShieldCan't pick up BlastersDeliver 5 messages

The signal

Every message you deliver decodes another piece of the signal Earth received from beyond the galactic core. There are five pieces to find. You can reread the ones you have decoded in the Signal log on the game's home screen.

Raiders

Further into a run, raider gunships drop in ahead of you. Each one paints your square with a red targeting beam, then fires. Move out of the beam before the shot lands, or hit the raider four times with the Blaster (two volleys from the Kestrel) to destroy it.

Scoring

  • 1 point for every kilometre flown.
  • 10 points for every fuel cell.
  • 25 points for every asteroid or piece of debris you shoot.
  • 250 points for every raider you destroy.
  • 2,500 points for delivering the message, more on each loop: 5,000 on the second, and so on.

After a delivery the wormhole sends you back to Earth with the next message, and each loop runs a little faster than the last.

Tips

  • Watch the marker. If it flashes red, move before you look for where to go.
  • Stay on the low or high level when you can. The middle level is blocked by the most obstacles.
  • Save Warp for when your tank is healthy, because it drains fuel fast.
  • Near Sagittarius A*, the black hole's gravity makes your engine work harder, so fuel drains faster. Top up before the final stretch.