Sky Shooter Playable
A market-cap shooter. Every capsule you shoot is a real coin, and you fight your way up the ranking until the core at level 100 is the biggest one there is.
How a run goes
You fly, your guns fire on their own, and coins come at you in waves. Kills pay sats. Every third level hands you a choice of three upgrade cards that stack for the rest of the run and die with it. Every tenth level is a strongbox — a single coin, blown up to boss size, with its own patterns.
Green stablecoins heal you on contact and can't be shot. Red ones have depegged: those shoot back. That one rule is the whole risk of flying through a cluster.
Press B to bank and walk out with everything you earned. Die instead, and you drop ten percent of it. That choice is the game.
What carries over
Run upgrades evaporate. Hangar upgrades don't. Banked sats buy permanent gear — plating, a bigger foundry, extra guns, a coil, a ledger, escort drones — and every single one of them is visible on the ship you fly. Six upgrades, four marks: STOCK, MK II, MK III and MK IV · THE MINT. Eight paint jobs on top, purely for show.
Controls
- Arrows / WASD move
- Drag works too
- B bank and leave
- H hangar
- D difficulty
- N music
- M mute
Difficulty
Three settings — Easy, Hard and Brutal. They change how often things spawn, how often they fire, how fast their shots travel and how much health they have. They never touch your ship, your sats or your drops. Hard is how it is meant to be played.
Three levels that break the pattern
Levels 15, 45 and 75 are bonus rounds: five one-off coins that never appear anywhere else, nothing shoots back, and everything pays four times. They sit halfway between two strongboxes, so they land right when a run is getting tight.

Six original tracks play through a run: one for the menu, four bands of twenty-five levels, and the loudest one for every strongbox and the core.