CLOUD PATROLのアートワーク$1.78 (−10%)100%好評

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CLOUD PATROL — Hold Our Sky.

The clouds were the barrier our elders guarded for generations.

Now the swarm has come, and it means to take them.

You are the patrol's youngest flyer, cruising alone above a chain of floating islands — the airspace you hold is our last line of defense.

Fast, aerial first-person combat.

Dodge, strafe and double-jump across drifting island arenas while drones close in from every angle.

Fight at your own tempo: pick off harassing Scouts from range, shove a charging Brute aside, or hold a single position against a whole wall of fire.

12 campaign levels, each with a sky of its own.

From noon patrols to storm fronts, night raids and the burning Shattered Ring — every level has its own arena, biome sky and sun, building toward a hold-the-line finale.

10 enemy archetypes. Three bosses.

Hovering Scouts and Stingers, ramming Brutes, orbiting Wardens, long-range Sentinels, a Hive that never stops summoning and a Mender that repairs its allies — then the high-HP Carrier, the multi-phase Leviathan, and the Overlord that ends the campaign.

Bosses keep their escorts topped up, so a boss fight is never easy even when the sky around them looks empty.

6 weapons, from the free Repeater to the all-piercing Railgun.

Every gun has its own feel: the Scatter throws a visible fan of pellets, the Mortar leaves a voxel fireball, the Lance sweeps a light column over everything it appears to touch, and the Railgun's trail hangs in the world for a couple of seconds before it fades. Buy them from the hub between sorties.

A hub you will want to come back to.

Between sorties, spend your coins in the hub: unlock weapons, pour earnings into three upgrade tracks (Armor / Firepower / Thrusters), pick a difficulty, and roll modifiers that change how the next fight plays.

Difficulty and challenge.

Choose STANDARD / ELITE / NIGHTMARE — each tier raises enemy health, damage, speed and numbers, tightens the star gates, and pays out far more.

Rolled modifiers stack on top: a lighter frame that buys more firepower, overclocked enemies, no resupply, or a rich field that showers coins on a tougher fight.

Not happy with the roll? Spend coins to reroll the stack.

Endless mode.

An arena that rerolls its layout every attempt and generates waves from a growing threat budget.

It never ends in a victory — only in how many waves you survived, measured against your best.

ASCENSION — the ladder up.

Clear the campaign and an ASCEND kiosk appears in the hub. Climb to the next cycle: enemies get tougher, payouts get bigger, and your Armor and Firepower caps rise with you.

Thirty cycles deep, so a skilled player always has somewhere left to go.

Built to keep paying out.

Star bonuses for clean clears, three daily tasks rolled from the local date, and an idle patrol that earns a little while you leave the game open.

Every run feeds the next.

Features

Fast, high-mobility first-person combat on floating-island arenas

12 campaign levels across distinct biomes, skies and suns

10 enemy archetypes and 3 multi-phase bosses

6 weapons, each with its own tracer, muzzle flash and impact effect

A hub with a shop, three upgrade tracks, a difficulty board and modifier rolls all in one

Endless mode with runtime-generated waves

30 cycles (NG+) of escalating enemies and rewards

Star ratings, daily tasks, and idle patrol income

Full controller support and 30 in-game languages

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