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2026-10-20 · 2 min read

Standing Order: one enemy per version, and some can't be killed

Between 21 and 29 September, Standing Order went from version 91 to 121, almost one per enemy. Two families, orbit and descent, and the discovery that some enemies aren't there to be shot down.

Standing Order grew fast. On 21 September it was at version 91; on 29 September at 121. In between, almost every version added an enemy.

Patterns first, then the beasts

On 21 September we didn't add enemies but three ways of attacking: RIPOSTE (counterblow, reacts to every hit taken), FACEPLATE (front shield: not an attack, it blocks shots from the front and forces you to go around), KITE (kite and fire, backs away while shooting). These are bricks. An enemy doesn't have a behaviour of its own: it mounts one or more patterns.

Two families

The enemies fall into two groups.

In descent, SPUR is a wall or ceiling turret that rotates to follow the ship; DROPPER hangs from the ceiling and drops in a dive when you pass under it; BORER comes out of one wall, crosses the shaft and re-enters through the opposite one. RAM, the last one verified on 29 September, has an impenetrable front armour: you hit it only after its charge, while it slows down (health 16, speed 260, contact damage 34, 520 points, world 7).

Not all of them can be killed

The thing that made us rethink the game: some enemies aren't there to be shot.

Designing these forced us to separate two questions we usually blur together: «how dangerous is it?» and «what am I supposed to do with it?». REAPER, for one, chases from behind and never stops (health 10, speed 240, 450 points): it's the only one that punishes standing still. ECHO repeats your movements from two seconds earlier and fires along that trail. These are different threats, not stronger versions of the same enemy.

What we take away