M3A Labs / Vortex Shift / Guide
Ships, Abilities and the Hangar
There are four ships. They all fly the same orbits and dodge the same mines, but hull, speed, scoring and especially their active ability change the way you play every ring switch. You buy ships with the upgrade gems you bank in your runs, and the Comet is available from the very first one.
The ships
| Ship | Hull | Orbit speed | Score | Trait | Price |
|---|---|---|---|---|---|
| COMET | 2 | normal | ×1 | No special trait. | free |
| BULWARK | 3 | -12% | ×0.85 | Extra hull, orbits 12% slower. | 40 upgrade gems |
| WISP | 1 | 5% | ×1.4 | Score ×1.4, wide magnet. | 120 upgrade gems |
| PHASE | 1 | normal | ×1.15 | PHASE SHIELD: immune to mines for 0.5 s after every ring switch. | 250 upgrade gems |
The Comet is the all-rounder, and the ship I'd recommend for learning the game. It's forgiving while you figure things out, and still good enough to climb the boards later on. The Bulwark gives up some score in exchange for a third hull point and a slower orbit, which makes it a good pick for learning boss patterns. The Wisp dies in one hit, but it has a much wider collection radius and the best multiplier in the game, so when a Wisp run survives it usually ends up on the leaderboard. The Phase can't be hurt by mines for half a second after every switch. Playing it feels a bit like a rhythm game: you jump through danger instead of waiting for it to pass.
Abilities and ABILITY+
Each ship has one active ability with a cooldown (Space on a keyboard, the center button on touch). The ABILITY COOLANT perk shortens the cooldown, while the ABILITY+ hangar mod makes the ability itself stronger.
| Ship | Ability | Cooldown | Effect | With ABILITY+ |
|---|---|---|---|---|
| COMET | DASH | 8 s | Blink a quarter ring forward with brief immunity. | Dash jumps a third of the ring with 0.75 s immunity. |
| BULWARK | OVERCHARGE | 12 s | Invulnerable to everything for 2 s. | Overcharge invulnerability lasts 3 s. |
| WISP | VACUUM | 10 s | Collect every gem in the quarter-orbit around you. | Vacuum area +10%, and it lingers for 0.3 s. |
| PHASE | PURGE | 9 s | Shatter the mines in the sixth-orbit around you (heavy mines resist). | Purge area +20%, and it shatters heavy mines too. |
Hangar: permanent upgrades
Hangar mods are bought with upgrade gems, for one ship at a time, and they're permanent. They stack with the perks you draft during a run, and that's why a fully upgraded ship plays so differently from a brand new one.
| Upgrade | Levels | Cost per level | Effect |
|---|---|---|---|
| PLATING | 1 | 45 upgrade gems | +1 max hull, permanently. |
| AEGIS CORE | 1 | 40 upgrade gems | Start each RUN with one shield charge. |
| SECOND WIND | 1 | 150 upgrade gems | Once per run, survive death - respawn with a third of your hull. |
| GYRO DAMPENERS | 2 | 30 → 55 upgrade gems | Orbit speed −3% per level. |
| PROSPECTOR CHIP | 2 | 35 → 60 upgrade gems | Gems worth +10% per level. |
| MAGNET COIL | 2 | 30 → 45 upgrade gems | +15% collection radius per level. |
| COMBO MEMORY | 1 | 25 upgrade gems | Combo lasts 1 s longer before resetting. |
| ABILITY+ | 1 | 115 upgrade gems | Upgrade this ship's active ability. |
Color schemes
These are only cosmetic and change your ship's hull and glow. Colors and trails are bought with cosmetic gems. There are four solid schemes and four gradient or textured skins, bought separately for each ship.
| Scheme | Kind | Price |
|---|---|---|
| CRIMSON | solid | 15 cosmetic gems |
| AURUM | solid | 15 cosmetic gems |
| EMERALD | solid | 15 cosmetic gems |
| NOVA | solid | 15 cosmetic gems |
| SUNSET | gradient / textured | 30 cosmetic gems |
| OCEANIC | gradient / textured | 30 cosmetic gems |
| GALAXY | gradient / textured | 35 cosmetic gems |
| RACER | gradient / textured | 35 cosmetic gems |
Trails
This is the wake your ship leaves behind it. Most trails just change the color, while the four fx trails change the particles themselves into sparks, crystal shards, a weaving ribbon or starbursts.
| Trail | Kind | Price |
|---|---|---|
| EMBER | solid color | 25 cosmetic gems |
| PRISM | color-cycling | 25 cosmetic gems |
| VOID | solid color | 30 cosmetic gems |
| TOXIN | solid color | 30 cosmetic gems |
| ROSE | solid color | 30 cosmetic gems |
| SOLAR | solid color | 35 cosmetic gems |
| GLACIER | solid color | 35 cosmetic gems |
| PULSAR | color-cycling | 60 cosmetic gems |
| SPARKS | shape fx (spark) | 45 cosmetic gems |
| CRYSTAL | shape fx (crystal) | 45 cosmetic gems |
| RIBBON | shape fx (wave) | 50 cosmetic gems |
| STARBURST | shape fx (pulse) | 60 cosmetic gems |
Once you own every hangar item for a ship, you unlock its FULL KIT achievement.
More guides
- How to playControls, orbits, gem quotas, combo ranks, grazing, overheat and the rest of the rules of Vortex Shift.
- UpgradesThe 22 perks you can draft in Vortex Shift, how they stack and a few builds worth trying.
- Orbits & MinesOrbit types, mines, power-ups and micro-events in Vortex Shift, with the spawn odds the game actually uses.
- 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.