M3A Labs / Vortex Shift / Guide
Orbits, Mines, Pickups and Events
The field is made of concentric orbits, anywhere from one to six. Each ring has a type that changes what it gives you and what it costs you, and mines and power-ups appear on the rings based on weighted odds. The percentages below are calculated from the game's data files, so they match what the game actually rolls.
Orbit types
On level one every orbit is standard. From level three onwards some rings get a special type (up to three per level), and the intro screen tells you which ones. It's worth reading: a RICH ring next to a VOLATILE one is a very different situation from two plain rings.
| Orbit | Effect |
|---|---|
| STANDARD ORBIT | A plain, honest orbit. No modifiers. |
| RICH ORBIT | BONUS: gems ×2 here. MALUS: mines spawn here far more often. |
| FROST ORBIT | BONUS: you orbit 25% slower (easier to dodge). MALUS: passive score halved. |
| VOLATILE ORBIT | BONUS: gems ×3 here. MALUS: crawling with mines, slightly faster. |
| FLUX ORBIT | BONUS: gems ×2 here, and you drift 20% slower. MALUS: you orbit BACKWARDS on this ring. |
Mines
Every mine looks dangerous on purpose: the same red outline with sharp spikes, and nothing you should pick up ever looks like that. The center tells you which kind it is: solid red for the basic mine, darker red for the heavy one, a purplish red for the EMP and an orange-red for the Overdrive, each with its own small symbol. Gems are shiny gold or cyan diamonds, and power-ups float inside glowing bubbles.
Mines drift along the rings. You'll see more of them as the levels go up (and even more once destabilization starts), and new kinds join in as you climb.
| Mine | Appears | Effect |
|---|---|---|
| CONTACT MINE | from level 1 | The basic mine: solid red, marked ✖. Deals 1 damage - a shield charge absorbs it. |
| OVERDRIVE MINE | from level 2 | Orange-red center, marked ». No damage, but overcharges your engines: +20% orbit speed for 5 s. Hitting more of them STACKS the effect. |
| EMP MINE | from level 3 | Purplish-red center, marked with a slashed shield. Shatters ALL your shield charges at once, but deals no hull damage. |
| HEAVY MINE | from level 4 | Bigger, with more spikes and a dark red center, marked 2. Deals 2 damage. Shields absorb it one charge per point. |
Mine spawn odds
Each new mine picks its type from the kinds unlocked at your level, weighted by how rare they are:
| Level | CONTACT MINE | OVERDRIVE MINE | EMP MINE | HEAVY MINE |
|---|---|---|---|---|
| 1 | 100% | - | - | - |
| 2 | 86.2% | 13.8% | - | - |
| 3 | 74.6% | 11.9% | 13.4% | - |
| 4+ | 67.6% | 10.8% | 12.2% | 9.5% |
Pickups
There are always some plain gems on the field, up to a small cap that rises with the level. Only one special pickup can be on the field at a time. Once it's gone, a new one rolls after a few seconds (a bit sooner with LUCKY CHARM).
| Pickup | Appears | Effect |
|---|---|---|
| GEM | from level 1 | The plain gem, a gold outline that is almost see-through inside: +25 × combo score and +1 toward the level quota. It is not banked. |
| PRISM | from level 3 | A giant cyan gem: +75 × combo score and 3 gems for the quota, split as one plain, one upgrade and one cosmetic gem (so it banks one of each currency). |
| UPGRADE GEM | from level 1 | A solid yellow-green gem. Fills the quota like a plain gem, and is banked as currency for new ships and hangar upgrades. |
| COSMETIC GEM | from level 1 | A pale, almost white gold, much brighter than the plain gem. Fills the quota like a plain gem, and is banked as currency for ship colors and trails. |
| AEGIS ORB | from level 1 | One shield charge - absorbs mine damage for free (max 3 charges). |
| CHRONO | from level 2 | Slows your orbit speed 25% for 6 seconds. Breathing room. |
| MAGNET | from level 2 | Triples your collection radius for 8 seconds. |
| PULSE | from level 4 | Detonates every mine on your current orbit. Very satisfying. |
| MEDIKIT | from level 4 | Restores 1 hull point (bonus score when already at full hull). Rare - grab it while you can. |
Special pickup odds
| Level | PRISM | AEGIS ORB | CHRONO | MAGNET | PULSE | MEDIKIT |
|---|---|---|---|---|---|---|
| 1 | - | 100% | - | - | - | - |
| 2 | - | 32% | 32% | 36% | - | - |
| 3 | 19.4% | 25.8% | 25.8% | 29% | - | - |
| 4+ | 14.6% | 19.5% | 19.5% | 22% | 17.1% | 7.3% |
Micro-events
On about half of the non-boss levels, a short event breaks out once, announced by a pulsing banner:
- Gem Rush: gems spawn twice as often for ten seconds, which is a great moment to get ahead on the quota.
- Mine Storm: a wave of extra mines (a smaller wave before level 20). Survive it and you get a score bonus.
- Comet: a stray comet flies across the rings, and catching it before it leaves pays out well (500 points plus 75 per level).
More guides
- How to playControls, orbits, gem quotas, combo ranks, grazing, overheat and the rest of the rules of Vortex Shift.
- ShipsThe four ships of Vortex Shift, their abilities and ABILITY+ upgrades, plus hangar mods, color schemes and trails.
- UpgradesThe 22 perks you can draft in Vortex Shift, how they stack and a few builds worth trying.
- BossesHow boss fights work in Vortex Shift: charged gems, the Warden, the Vortex, the Overseer, their PRIME forms and The Singularity.
- Daily & MissionsHow the Daily Challenge works, which missions can show up and what they pay, and the full list of achievements.
- ChangelogWhat changed in Vortex Shift over time: bosses, music, mobile controls, balance and performance.
- FAQCommon questions about Vortex Shift: cost, accounts, saves, playing on mobile, ads and privacy.