Sector Seven cover art

Sector Seven

A vertical shoot-'em-up where the guns never stop. Autofire is always on, so the whole game is movement — weaving through bullets, lining up shots and deciding when to take a hit on purpose.

Vertical shooter · desktop and mobile · free

▶ Play Sector Seven

Controls

Move
W A S D or Arrows
Fire
Automatic
Start / restart
Enter
Pause
P or Esc

On touch, drag to move and tap to start or resume.

How a run works

You start with three lives and a single forward gun that fires automatically, several times a second. Enemies arrive in waves. When a wave's last enemy is gone, the next begins two seconds later, and every fifth wave is a mini-boss. There is no final wave: the run ends when your third life is gone.

Losing a life is not the end of a fight. You respawn at the bottom of the screen with two and a half seconds of invulnerability, and every enemy bullet on screen is wiped at the moment you are hit. The cost is your weapon: power-ups reset to the single gun.

The enemies

EnemyBehaviourHitsPoints
WeaverDrifts down in a sine wave1 (2 from wave 7)50
ShooterA weaver that fires aimed shots at you; appears from wave 31 (2 from wave 7)70
DiverHovers briefly, then dives in a straight line at where you were180
AsteroidBounces off the side walls; appears from wave 4340
Mini-bossSways near the top, fires a five-bullet fan plus an aimed shot90 on wave 5, +50 per boss500+

Enemies that slip off the bottom of the screen cost you nothing — there is no penalty for letting one go, only the points you did not take.

How waves scale

Power-ups

A destroyed enemy has a 12% chance to drop a power-up, and every mini-boss drops one for certain. Picking one up is also worth 25 points.

Power-upEffectDuration
DoubleTwo parallel shots12 s
SpreadThree shots, the outer two angled out12 s
ShieldAbsorbs one hitUntil hit

Picking up a weapon replaces the one you have and restarts its 12-second timer. Bosses hand out their drops in a fixed order: double, then spread, then shield.

Strategy

Your hitbox is smaller than your ship

The ship is drawn about 30 px wide, but only a circle 20 px across in its centre can be hit. Bullets that appear to clip a wing pass harmlessly. Once you trust that, gaps that look impossible open up.

Use invulnerability as a weapon

While your ship is blinking — after a respawn or after a shield breaks — enemy bullets that touch you simply disappear, and flying into any non-boss enemy destroys it. Two and a half seconds is enough to clear a crowded lane or body-block a stream of shots. You do not score for ramming, but you do survive.

Sidestep divers once they commit

A diver locks its path the moment it leaves the hover. Hold still until it launches, then move a ship's width to the side and it sails past.

Fight bosses off-centre and on the move

The middle bullet of the boss's fan drops straight down, and its extra shot is aimed at where you are when it fires. Sitting under the boss invites both. Stay one lane to the side and keep drifting, and the aimed shots land behind you.

Protect the shield

The shield never times out. If you have one, play the next boss aggressively — it is a spare life that does not cost you your weapon.

Good to know

▶ Play Sector Seven

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