Audio Arena

Spectrum Siege

Queue a song. Read the stats. Launch fullscreen. Escape pauses the run.

Song Input

Paste Your YouTube Link

Start here if you want your own track. Paste one direct YouTube video link, then read the song.

Quick Picks

Quick Picks

Or queue one fast from the default shelf right below your custom link flow.

Default Shelf
Selected Song

Selected Song

Queue, resolver state, and launch readiness.

Opening Queue

Spectrum Siege

Pick a title or paste a link. Once the track is analyzed, launch the run in fullscreen.

LMB fire • RMB special • Shift dodge • P pause • Space bomb
Default Queue Dizzee Rascal - I Don’t Need A Reason Select or paste a song to begin the analyzer pipeline.
Choose a track to populate metadata, song pressure, and launch readiness.
Queued Recognize Cache Prepare Analyze Ready
Song Stats

Song Stats

Pre-run read on this song.

Energy Standby
Volatility Standby
Pressure Standby
Difficulty Standby
Loadout & Progression
Signal Cores0
Lifetime Score0
Runs0
Song Mastery0
Achievements0 / 0

Ships

Visual previews now mirror the live hull silhouettes. Buy standard frames with Signal Cores and unlock elite frames through achievements.

Perks

Equip up to three unlocked perks. Late-game reward perks unlock automatically from achievements.

Achievements

Play more runs, chase score, and clear bosses to unlock stronger ships and overpowered perk rewards.

Field Guide

How Spectrum Siege works

The song is the director. Louder sections, harder beats, and sharper treble spikes change enemy mix, weapon spread, boss pressure, and the pace of the whole arena.

Controls

  • Move: `WASD` or arrow keys. During boss zoom-out you can move anywhere visible on screen.
  • Aim: The ship always faces the mouse. Left click holds primary fire in any direction.
  • Special: Hold right click to charge the special weapon, then release to fire it.
  • Dodge: Tap `Shift` for a fast half-second burst with eased in and eased out movement.
  • Bomb: Hit `Space` to trigger a screen-clearing super bomb.
  • Pause: Hit `P`. `ESC` exits fullscreen and pauses the run in mission control.

Song Driver

  • Energy: Louder, denser sections increase overall threat and projectile volume.
  • Bass: Low-end pressure favors bruisers, heavier barrages, and wider battlefield shock.
  • Treble: Sharp highs push faster enemies, quicker fire, and more violent movement.
  • Beats: Strong beat spikes trigger surges, pressure waves, and harder incoming windows.
  • Progress: Later song sections unlock tougher enemy mixes, more elites, and bigger boss fights.
  • Analysis: The stats panel estimates pressure, volatility, and likely difficulty before launch.

Enemy Families

  • Pulse Drifter: Curved entry swarms that establish the tempo and flood lanes.
  • Bass Bruiser: Slow heavy hulls with deep-bass soak and punishing volleys.
  • Needle Sprint: Treble-fed dash hunters that stab through open space fast.
  • Resonance Splitter: Midrange units that fracture into shard pressure later in the song.
  • Sync Mine Layer: Trap ships that seed the arena with beat-reactive mines.
  • Chorus Sentinel: Shielded late-run elites that turn wide-open sections into rotating fire walls.

Power-Ups

  • Primary / Special Swap: Changes your current weapon family mid-run.
  • Primary Power / Special Power: Stacks projectile count, damage, size, and speed with no cap.
  • Hull Repair: Restores lost hull so you can survive longer boss phases.
  • Shield Boost: Adds a front-loaded defensive buffer before hull takes damage.
  • Score Multiplier: Raises scoring and lets strong runs scale even harder.
  • Super Bomb: Adds another emergency full-screen clear.

Bosses & Scaling

  • Warning: A boss warning flash hits before warp-in, then the camera zooms out for the fight.
  • Families: Any enemy family can roll a boss, and each tier escalates health, weapons, and pressure.
  • Threat Scaling: Bosses estimate your current run strength and scale to match it.
  • Threat Rating: The boss HUD bar shows a live threat multiplier for that encounter.
  • Recovery: After the boss dies the camera closes back in slowly, guiding you into the tighter field again.
ESC TO EXIT FULLSCREEN