Guides/Void Exodus/Part 3 of 5

Ship, weapons and upgrades

The Lifeline's main gun, fire patterns, support weapons, systems, evolutions, power-ups, salvage and the workshop in Void Exodus, with real numbers.

5 min readchecked against the build on 13 Oct 2026

One gun, many ways to fire it

The Lifeline carries a single main gun. Every level-up card either changes that gun, adds a weapon that fires on its own beside it, or improves the ship. Cards come in four kinds, and each kind has a fixed number of slots per run:

Card kindSlotsWhat it does
Main gun1The weapon you aim. You start with the Pulse Cannon.
Fire pattern4Reshapes how the main gun fires, the moment you take it.
Support2A second weapon that fires by itself.
System3Passive boosts: damage, fire rate, hull, speed, pickup range, shield.

Once a kind's slots are full, new modules of that kind stop appearing, and only upgrades to the ones you own are offered. So the first four fire patterns you accept define your build. Cards for modules you already own are weighted to come up more often, and new fire patterns slightly more often than other new modules.

Main guns

GunBase shotUpgrades to level 5
Pulse CannonRapid bolts, 16 damage, about 3.7 shots a secondDamage, fire rate, and at level 5 bolts pierce once
Scatter BlasterShort-range fan of 3 shells, 11 damage eachUp to 5 shells, a wider fan, and knockback at level 5
RailgunA 70-damage slug that pierces every ship in line, one every 1.5 sDamage, faster reload, two slugs at level 5

The Scatter Blaster and Railgun are not found on cards. You unlock them in the workshop (below) and then launch with them instead of the Pulse Cannon.

Fire patterns

PatternMax levelEffect
Extra Barrels3+1 shot per volley per level
Burst Fire2Volleys in bursts of 3, then 5 (the gun cycles slower between bursts)
Piercing Rounds2Shots pierce 2, then 4 more ships, and fly longer
Ricochet2Shots bounce to the nearest ship; level 2 adds a bounce and +20% damage after it
Splinter Rounds2Shots burst into 3, then 5 shards on hit
Charged Shot2Every 5th, then every 3rd volley is a plasma orb with 4x damage that explodes
Crossfire2A rear barrel, then side barrels; extra directions hit at 75% damage
Heavy Rounds2+40% damage per level, bigger shots, knockback
Seeker Rounds1Shots curve toward ships
Volatile Rounds2Ships killed by the main gun explode; level 2 enlarges the blast

Patterns stack on each other. Extra Barrels multiplies everything that happens per shot, so it pairs with Splinter, Ricochet and Volatile. A charged orb glows at the nose just before it fires, which helps you time it onto a boss weak point.

Support weapons and systems

ModuleKindWhat it does
Seeker MissilesSupportHoming missiles that explode; more missiles and bigger blasts with levels
Wing DronesSupportDrones orbit you, shoot what they face and ram nearby ships; up to 4
Photon LanceSupportA beam fires in bursts and sweeps toward your aim, cutting every ship in line; a second beam behind you at level 5
Nova MinesSupportDrops a mine every 2.4 s; at level 5 mines pull enemies in
Reinforced HullSystem+25 max hull per level and slow repair over time
OverclockSystem+12% fire rate for all weapons per level
Plasma CoreSystem+15% damage for all weapons per level
AfterburnersSystem+8% speed and 20% longer afterburner per level
Tractor BeamSystem+35% pickup range per level
DeflectorSystemA shield that blocks one hit, recharging in 12 s, 1.5 s faster per extra level

Evolutions

Raise a weapon to level 5 while owning its partner system at any level, and a gold Evolution card appears in your next pick, ahead of the normal cards.

EvolutionRecipeResult
Storm CannonPulse Cannon 5 + OverclockA piercing gatling stream
Inferno ScatterScatter Blaster 5 + Plasma CoreEvery shell explodes on impact
Lance RailRailgun 5 + OverclockSlugs fly twice as far, hit 50% harder and reload fast
Hellfire SwarmSeeker Missiles 5 + Plasma CoreMissiles in volleys of 6 with huge blasts
Aegis WingWing Drones 5 + DeflectorFive larger drones that hit harder and block enemy shots

Because a system slot is needed for the partner, decide early. A Pulse Cannon run should take Overclock as one of its three systems before the slots fill with other things.

Experience, levels and ship levels

Destroyed enemies drop crystals worth 1, 5 or 10 experience. Small skiffs give 1, raiders 2, wedges 3, gunboats 4, brutes 9 and elites 40. The first level needs 20 experience, the next 40, then 66, rising each time. Each level opens a pick of three cards: press 1, 2 or 3, or click or tap a card.

At levels 3, 6, 8 and 11 the Lifeline itself upgrades, up to ship level 5. Each ship level adds 8% damage to every weapon and 15 max hull, and the upgrade fires a shockwave that deals 60 damage to everything near you and clears enemy shots around you. A ship level-up is a free escape when you are surrounded.

The afterburner

Hold Space (or Left Shift, or touch the right half of the screen) while moving for 80% more speed. It runs on a fuel bar under your hull: about 2.2 seconds at first, longer with Afterburners and the Reserve Tank. Fuel refills after you let go for a moment. Empty it completely and it locks, red, until it has refilled past about a third. It gives no invulnerability: it is for escaping pulls, crossing lanes and reaching the far side of a boss, not for passing through shots.

Power-ups

A supply capsule drifts through about every 30 seconds; shoot or ram it open. Elite ships drop one when destroyed, and some objectives reward a supply drop. Fly over it to use it.

Power-upDurationEffect
Overdrive8 sDouble fire rate and +30% damage
Phase Barrier7 sInvulnerable; ram enemies to break them
Rocket Storm6 sHoming rockets pour out of the ship
Time Warp7 sEnemies and their shots slow right down
Nova BlastInstantA shockwave wipes the nearby swarm
Tractor PulseInstantPulls in every crystal
RepairInstant+50 hull

Salvage and the workshop

Salvage is the currency you keep between runs, including runs that end in a fold. You earn it from objectives, from the bonus at each sector end, from the boss bounty, from salvage crates and bounty ships, and from kill chains: kills within 2.2 seconds of each other build a chain, and chains of 25, 50, 100 and every 100 after pay 5 salvage plus a burst of crystals. Spend it with Moss in the workshop:

ItemCostEffect
Card Reroll601 reroll of level-up cards per run (press R)
Card Reroll II1502 rerolls per run; needs Card Reroll
Reserve Tank90Afterburner fuel lasts 30% longer
Scatter Start120Launch with the Scatter Blaster
Seeker Start160Launch with Seeker Missiles beside the cannon
Railgun Start220Launch with the Railgun

Start weapons can be swapped freely once bought: tap an owned one to equip it, tap it again to return to the Pulse Cannon. The workshop sells choice and convenience rather than raw power, so skill and your in-run build still decide the fight. For which routes pay the most salvage, see Star map, routes and medals.

Aiming

With no button held, the main gun aims itself at the nearest target in range, including boss parts. Hold the left mouse button to aim at the cursor instead. Manual aim matters in boss fights: auto-aim prefers parts that can be hurt but otherwise picks by distance, which is not always the part you need to break first. On touch screens aiming is always automatic, so use your position to choose the target.