Uploaded July 2026 | Updated September 2026, 5 days ago
I feel like these two should have had a Defy Infinity difficulty fight instead of Versa, instead they put that other quest at the end of chaos++ where they aren't that strong compared to your power level. Maybe in an update along with Maglielle + Gallanza.
Doing this or the higher level version solo is crazy hard though, works for a fun challenge.
I think this is a highlight of the expansion along with The World & Beelzebub.
I wanted to get a no critical run and maybe could with 3 guts & autorevive stocks but the final phase is super volatile. I'll try to get back to this or the harder version again sometime. The start went badly but middle went well.
Sometimes targeting the wrong boss considering the situation which is pretty bad. Not sure why but I still have some trouble controlling the lockon system eg. during celestial font.
Was messing around with using slow even outside dragonform, seems alright here as it's hard to create breaks in this duo fight otherwise.
I jumped back and forth between faith in godmight and vengeance builds to see differences and doing about as well, but vengeance going through forms a little faster can help when things go right (or you have SBA chains & links times)
I feel like these two should have had a Defy Infinity difficulty fight instead of Versa, instead they put that other quest at the end of chaos++ where they aren't that strong compared to your power level. Maybe in an update along with Maglielle + Gallanza.
Doing this or the higher level version solo is crazy hard though, works for a fun challenge.
I think this is a highlight of the expansion along with The World & Beelzebub.
I wanted to get a no critical run and maybe could with 3 guts & autorevive stocks but the final phase is super volatile. I'll try to get back to this or the harder version again sometime. The start went badly but middle went well.
Sometimes targeting the wrong boss considering the situation which is pretty bad. Not sure why but I still have some trouble controlling the lockon system eg. during celestial font.
Was messing around with using slow even outside dragonform, seems alright here as it's hard to create breaks in this duo fight otherwise.
I jumped back and forth between faith in godmight and vengeance builds to see differences and doing about as well, but vengeance going through forms a little faster can help when things go right (or you have SBA chains & links times)


![REDNEG ALLSTARS Swing-By Edition [Ultimate]: Another Dreamers No-Miss ALL - Suisei (Outside 2024)
Very messy run but somehow 1-bombed last boss final form so its a deathless clear..
Probably going back to playing Like Dreamer every now and then, doubt Ill get into the scoring of this game.
https://store.steampowered.com/app/2645180/REDNEG_ALLSTARS_SWINGBY_EDITION/ REDNEG ALLSTARS Swing-By Edition [Ultimate]: Another Dreamers No-Miss ALL - Suisei (Outside 2024)](https://i.ytimg.com/vi/SFjiBl65fDY/mqdefault.jpg)


![KILL KNIGHT [dreadfaller]: Layer 1 Solitude 830,490 (1.2.0 Sufferance, VI-VI-V-III-VI)
What is an active reload
BGM: Qygen - The Legend of Mae (Freeform Mix) - Blue Revolver
New heavy weapon seems to perform well against weaker enemies. Pistol 5 should work better as a combination if you arent using active reloads much KILL KNIGHT [dreadfaller]: Layer 1 Solitude 830,490 (1.2.0 Sufferance, VI-VI-V-III-VI)](https://i.ytimg.com/vi/Sox9yGpmoho/mqdefault.jpg)

![CYGNI [Arcade mode]: All stages clear 3,240,510 ~ 1 loop into self-destruct
I decided to die on purpose after the first loop as the mode infinitely repeats itself with no changes so itd purely be doing the same thing again. It appears the game bugged out anyway as the 1st loop score was put on the leaderboard & I got kicked into the loadout menu.
Some visually cool looking enemies and bosses in this game but the stages can get very repetitive.
Regarding loadout: max homing % on all shot patterns. I played on gamepad using analog stick most of the time but switching to d-pad on certain boss fights. Auto-fire button used to make space for missile on R2.
Shot pattern set to the highest available number for small (10%?) damage bonus. For safety in certain spots stayed on 6 power with basic shot and just collected health items. If all 12 energy is already maxed theres no reason not to fire a missile.
Constant transfer of shield into weapon energy before picking up more health & raising shot pattern leads into a lot of controls micromanagement which started feeling less meaningful and more automatic/mindless the more I got used to it. I guess its the unique aspect of the gameplay so there wouldnt be much left over if it was automated.
00:00 Controls & Loadout
00:15 Stage 1
16:18 Stage 2
28:27 Stage 3
40:10 Stage 4
50:00 Stage 5
1:00:11 Stage 6
1:09:25 Stage 7
1:28:43 Confusion about loops & intentional death CYGNI [Arcade mode]: All stages clear 3,240,510 ~ 1 loop into self-destruct](https://i.ytimg.com/vi/Ts6SRLlcGd4/mqdefault.jpg)

![Mecha BREAK [Serenith]: VERGE matches, S0 General - 2025/07/09
Some EU server games on General ranks.
This mech is becoming my favorite overall above falcon. Fun disruption support playstyle which I preferred in other games like AC Verdict Day as well. Makes Domination maps which I usually hate kind of fun too, having recon and good capture ability which are 2 things your team is often lacking.
In deathmatch maps it seems a bit suspect since its probably the easiest mech to farm for kills if fully focused.
I like the visual design + it even looks like it has a V-converter from Virtual-On on its back when you activate the Recon kit lol
Been enjoying this game a lot after the launch. I hope it stays lively for a good while and has decent updates. Unit balance isnt too bad right now, almost all seem worth playing. (makes sense considering the amount of betas)
00:00 Eye of Misra
13:00 Stella Observatory Island
22:47 Palmbay Harbor Mecha BREAK [Serenith]: VERGE matches, S0 General - 2025/07/09](https://i.ytimg.com/vi/UULu0KW5lCM/mqdefault.jpg)
