Canvas is needed to display the battlefield.
CONNECTING Connecting
    Establish a foothold.
    Drill beacon · 100%
    RED / HOSTILE TERRITORY0 FOUNDATIONS
    X 024 · Y 018
    HE / READY

    1. 01 Survey
    2. 02 Select site
    3. 03 Confirm drop

    WASD move · Mouse aim · Middle-drag pan

    READY
    SCOUTServer autosave
    FEstablishing uplink

    Opening your saved island…

    ORBITAL SURVEY / LIVE CAMPAIGN

    Caldera

    ● Hostile● Bases / conquered● Crew

    Drag to rotate · Click to inspect terrain · Esc to return.
    Camera travel only. Map edges remain closed. Battle continues.

    Campaign room

    Solo menus pause the battle. Multiplayer keeps running.

    Valid for 30 minutes or until this room closes. The first person holding this code can redeem it.

    Account settings
    NAVAL / ONE SHIP PER DOCK

    Shipyard

    Field logistics

    E boards a recycler; WASD drives. Park near ruined facilities, alien remains or cargo to collect automatically. Park beside a launch station to unload, then launch below. Remote orders work while the recycler is unoccupied.

    Deploy factories, launch stations and recyclers from Deploy (B) → Logistics.

    Friendly cores, outposts and factories share local construction support: 25% cost in ground SUP, 60 seconds. Orbital deliveries use orbital SUP and can reach any legal site. Park at a core/outpost to process ground salvage, or at a rocket station to ship it to orbit.

    Recover salvage

    Friendly wrecks yield half their recorded purchase cost. Unload at a core for GND or a launch station for ORB. At sea, stop an armored transport carrying a recycler near a wreck.

    Recovery and construction

    Field equipment

    KEY REFERENCE

    Controls right now

    Only keys valid in your current state are listed, plus those that work anywhere. Letters follow key position, so WASD also works on other layouts.

    FIELD GUIDE

    Your first foothold.

    Equipment
    Sound effects

    Sounds start after a click, tap or key press.

    Weapon fire and explosions / nearby sounds follow the camera. Preferences stay in this browser.

    Background music

    Music starts after a click, tap or key press.

    Apex of Conquest / looping soundtrack. Preferences stay in this browser.

    A shared battlefield. Begin in orbit, choose a landing site and deploy your core to enter your robot. Returning players resume their saved deployment.

    AA vehicle / twin 35 mm
    Deploy G-04 for 120 ORB or 30 GND in local construction support. W/S drives and A/D steers. Hold LMB / Space for twin 35 mm guns against air or ground targets; RMB / J uses the ground machine gun. Both weapons fire while moving. The separate AIR / LEAD marker follows a nearby flyer while your mouse cursor stays where you aim; the white diamond shows the actual turret bearing. There is no 1/2 weapon switching. Stop and disembark to leave the vehicle defending itself automatically against air and ground enemies. Robots can also use their laser against skimmers.
    Ground vehicle steering
    Tank, recycler and bridge builder: W/up drives forward along the hull, S/down reverses, A/left and D/right turn the nose. Release to brake. The gold chevron marks the front. Tank mouse aim turns the turret independently.
    Move & look
    Move with WASD / arrow keys or the touch pad. Mouse movement aims without moving your scout. Middle-drag pans on desktop; touch-drag pans on phones. + / - zoom; C recenters; M toggles the survey overview; N opens the campaign globe; O / Shift+O locate hostile sites; L opens logistics; F1 lists the keys valid right now.
    Deploy
    Open Deploy (B), choose G-01 APCR sentry (or press 1), select clear ground, then confirm with Enter or the button. Shift+Enter keeps placing. Z / X switch categories; each card shows its code, price and whether one is already in the field. Escape cancels. Use Site controls → coordinates for keyboard placement. Only you can dismantle your sentries.
    Robot weapons
    After deploying a core: hold LMB / Space for the fuel jet, RMB / J for the laser rifle. Phones have HOLD FUEL and HOLD LASER buttons. Your robot faces its aim while WASD stays in world directions. Fuel travels up to five tiles and kills on direct contact. Laser pulses instantly reach the first enemy or obstacle, up to 32 tiles. Survivors burn and flee for 2.4 seconds, then resume attacking. Rocks and solid structures stop both weapons without friendly damage; floor panels do not. The personal fuel jet leaves no ground fire.
    Sentry modes
    Inspect your sentry through Site controls and choose Machine gun or Flamethrower. Heavy fuel reaches eight tiles, farther than the robot jet. It kills on direct contact and stops at rocks or solid structures. Your choice is saved.
    Rover weapon choices
    The Cannon selector chooses HE or Magnetic. Magnetic takes one second to charge, then fires a fast cyan-white streak along the current turret bearing, up to 24 tiles. It hits the first enemy or obstacle without an explosion or crater; reload takes 2.5 seconds after firing. Click once to begin charging. Changing weapons, opening menus or losing focus cancels charging. The RMB selector keeps Machine gun and adds Fuel jet, using the same eight-tile stream as the sentry. Hold RMB / J or the labelled phone button for the selected secondary. These controls belong to the starting rover and any tank you board. Deploying your core changes you into a robot; call a G-03 Tank drop pod from Deploy (B) to get a separate vehicle. Inside a tank, press 1 to toggle LMB between HE and Magnetic; press 2 to toggle RMB between Machine gun and Fuel jet. Each press changes only that weapon slot.
    Default rover weapons
    Left-click fires the cannon; hold right-click for machine gun. The LMB/RMB panel only shows weapon activity. On phones, tap to aim and use CANNON or hold MG. With the map focused, Space fires HE and J holds MG; site coordinates also set a keyboard aim point. HE shells detonate in a 2.1-tile radius, strongest at the center. The gold crosshair is your desired target. The pale-blue diamond and dashed blast ring follow the actual turret, which turns at 180 degrees per second independently of the hull. Both weapons fire along the barrel while it turns. The ring previews the unobstructed HE landing point; rocks or enemies can stop a shot sooner. Only enemies take damage; rocks stop the projectile but the blast can reach around them. Range is 14 tiles. Machine-gun and sentry APCR rounds hit one enemy, stop at rocks, and create no blast or crater. Automatic sentries turn toward a target at 270 degrees per second and wait until aligned before firing. Armor/penetration mechanics are not included yet.
    Coastal gunship
    After deploying your core, open Deploy (B) and choose the Naval tab. Deploy a shipyard on the coast, then choose its vessel. Approach your dock and press E to open its controls; Board vessel takes the helm. W/S moves forward/backward, A/D steers, mouse aims the independent turret, one LMB click or Space press fires one ready triple-barrel turret (three shells); two rapid clicks or presses fire all ready main turrets (up to nine shells), and 1/2/3 selects HE/Fire/Gas. Hold RMB/J or the Side guns button for close defence: three twin mounts per side cycle fore to aft, one pair every 180ms, with a 160-degree outward arc and eight-tile range. The green dispersion circle shows the spread at your aim point; each round deals five damage. Mounts track independently and skip shots outside their arc or range. Green sectors show an eligible side; steer to bring bow or stern targets into an arc. Main range is 6 to 100 tiles. Each turret reloads independently for six seconds, shared across its shell types. FORE/RAISED/AFT readouts show readiness. Return to a marked berth, align with its arrow, and press E to disembark. Show dock locates your berth. Ship, hull damage, seat, ammunition and reload are saved. Firing can attract three swimming aliens. Naval contact requests a test encounter; contact groups share a 30-second timer and six-enemy cap. Attack circles warn before a strike: sail away to dodge. If destroyed, recover your pilot at a friendly core, then use Deploy → Naval → Replace destroyed ship after the cargo timer. Keep the original delivery site clear. Sail within two tiles of clear shore and press G / Shore ramp to anchor and deploy a boarding ramp. E disembarks; return to the ramp to board again. G retracts it before sailing. The ramp and landing position are saved. One robot occupies the ship; passenger seats are not implemented.
    Bomber
    Deploy an empty runway, then deliver or build a bomber. E boards and takes off. Use the bottom bar or 1–4 for HE carpet, Heavy HE, Fire or Gas; LMB releases. Carpets drop two rows of six bombs over 2.5 seconds. Heavy HE has a 10-tile radius and 600 central damage. Ammunition is unlimited, with one shared cooldown: HE 8 seconds, Heavy HE 14, Fire/Gas 12. Changing payload or landing does not reset that timer. W/S changes speed; A/D banks. U finds the airbase, C resumes following. Return at 7 tiles/s or less to land; E disembarks. Repairs still use supplies. H controls unmanned missions and recalls. Friendly units are immune; enemy flak remains dangerous.
    Missile submarine
    Build or exchange a vessel at your dock workshop. W/S selects throttle and A/D steers. Ctrl dives and Space surfaces, including while sailing. The compact helm shows depth buttons and remaining dive endurance: five minutes at full charge, recharging at two seconds per second on the surface. Exhaustion forces surfacing. LMB launches one of four six-missile groups at any depth without stopping; 1/2/3 selects HE/Fire/Gas and R rotates the target area. Each missile leaves the moving hull, while its impact target stays fixed. Submerged launches leave a brief surface disturbance. Ramps, boarding and dock services require surfacing; submerged boats evade swimmer tracking.
    Tank drop pod
    After deploying your core, open Deploy (B) and choose G-03 Tank drop pod. Select a land site for its 1-tile center and four 1-by-4 panels. The pod lands, unfolds and releases a tank. Approach within 1.8 tiles and press E or Board tank. Your robot rides inside. WASD drives, LMB fires the selected cannon and RMB holds the selected secondary. E or Exit tank returns your robot to clear ground beside it. Tank position, equipment and your seat are saved. Exit before leaving if a teammate should drive; disconnected drivers keep their seat. No fixed tank cap: each deployment costs supplies and needs a clear site. Unoccupied tanks guard with their main gun. Use L → Field equipment to select, find or replace a specific tank. Crawlers can damage and destroy tanks. Recover your pilot at a friendly core, then choose Replace destroyed tank after the cargo timer. Find my deployed tank centers the camera.
    Orbital core
    Open Deploy (B) and choose G-02 Orbital core. Inspect the cross-shaped footprint, then confirm a land site. The pod lands, four metal panels unfold, and your robot exits on the right. Covered rocks become walkable flooring. Each scout has one saved core deployment in this field test; resource costs come later. Sound effects are planned.
    Survival & recovery
    Robots have 100 hull health. Crawlers mark an orange strike circle before hitting for 25 damage: move out to dodge. Burning interrupts the attack. At zero health, movement, fire and construction stop. After three seconds, select any completed friendly core and deploy a replacement. The circle marks its recovery area. The pod takes 1.8 seconds, restores health and grants a two-second landing shield. It brings no new core or sentry. Health and recovery survive reload and restart. If a landing becomes blocked, choose a clear core and try again.
    Railway cannon
    Lay straight rails from Deploy → Rail (R-01; R cycles the shape and T the length while placing), then deploy a 3 by 3 cannon on the middle of three connected tiles. Select it or choose Operate a railway cannon. One teammate controls it at a time; your robot holds position and guards with fuel nearby and laser at distance. It remains vulnerable. The orbital overview opens automatically; pan and zoom freely. Mouse or touch sets the gold desired target; the blue diamond and ring show the actual landing point as the cannon traverses and elevates. WASD or the touch pad travels along rails: A/D on east-west track, W/S on north-south. A bend completes before travel along its new axis. Use 1/2/3 or the shell buttons for HE/Fire/Gas. Wait for stabilizers, then press Fire HE, LMB on the map, or Space with the map focused. Maximum range is 180 tiles at 45 degrees; raising above 45 degrees shortens range and steepens descent. The ring is the predicted landing point. The expanded map is 512 by 384; off-map shots are rejected. Reload takes six seconds. The lob passes over obstacles. Its HE aiming circle shows a six-tile blast radius, with 420 centre damage and 60 edge damage; the separate eight-tile crater is cosmetic. Escape returns to your body. Rails and carriage progress are saved. Choose one-tile corners or a junction in Rail track. Laying north-south rails over your east-west rails makes a junction automatically. Drive to its tile, then use W/S for the north/south branch or A/D for the east/west branch. Adjacent rails must connect edge to edge. The cannon remains 3 by 3 and needs physical clearance while turning. Existing broad curves remain usable. Choose HE, Incendiary or Gas in the bottom cannon manual. Fire kills on contact for 18 seconds; enemies avoid its three-tile core and slow in the outer heat band. Gas lures enemies within ten tiles and holds six kills in a 2.6-tile cloud, with no timer. Fire avoidance overrides gas attraction. Fields never harm friendlies. Maximum 12 fields, nine of one type, including incoming shells. Fields survive drill changes. Named campaigns save fields and incoming shells across restart; the legacy field resets combat. All shell types share a six-second reload. Upgrade your own curve through Site controls with Install junction switch. Connect its straight continuation and both curve approaches first. Legacy broad-curve switches in Deploy → Rail, or Switches in the cannon manual, selects straight or curved travel. The entire apron locks while any cannon overlaps it; choose the route before entering. Route changes are shared and saved.
    Missile battery
    Deploy a fixed 4 by 4 battery from Deploy → Strike (S-01). The selected tile is its top-left corner. Take control, aim the 12 by 18 target rectangle in orbital view, and use LMB, Space or Launch 12. R or Rotate area swaps its long axis. The whole area must fit inside the map and 15 to 200 tiles from the battery. Choose 1/2/3 or HE/Fire/Gas. Twelve missiles launch at quarter-second intervals, climb, cruise and dive into separate target sectors. Reload takes 15 seconds after the last launch. Impacts are committed when fired; changing aim or releasing control cannot redirect them. Two volleys may fly at once. HE leaves overlapping craters. Fire ignites each landed sector for 18 seconds; enemies avoid it and slow near the heat. Gas lures nearby monsters into landed sectors and shares 18 kills across the whole strike, with no timer. Only enemies take damage. Large fields share an area budget with cannon fields; a rejected launch spends no reload. Position and reload are saved. Named campaigns also save committed volleys across restart; unused rooms pause.
    Helicopter field landing
    Release WASD to hover over clear ground. Press E / Land to attempt landing. A blocked attempt briefly flashes the landing area red. After touchdown, E disembarks beside the helicopter. E boards a field-parked helicopter; use Take off to fly again. Field landing keeps your current ammunition and health. Return to an intact free helipad for rearming and supply-funded repairs. Hover over an unoccupied vehicle and press V to sling-lift it. Loaded flight is slower; hover over clear land and press V again to set it down. Transfers take two seconds. Set down the load before landing.
    Orbital attack jet
    Deploy an empty airbase, then deliver or build an attack jet there. E boards and takes off. Hold LMB for the forward HE autocannon; RMB/J fires the rapid 30 mm gun. Both have unlimited ammunition and server cooldowns. The 30 mm gun shows nose flashes and small ground impacts without bullet trails. W/S changes speed, A/D banks; U finds the assigned airbase and C follows you. Slow to 7 tiles/s or less near a free compatible runway to land. Aircraft still take flak damage, require repair supplies and count toward fleet capacity.
    Unfolding dock
    For new shipyards, select water three tiles from shore. The preview reserves a 3-by-1 shore platform, a 3-by-5 offshore dock and a berth beside it. After unfolding, approach the dock and press E to choose a vessel, wait for assembly, then board. Existing docks retain their previous layout.
    Combat drill
    Choose Caldera landing, Eastern plain or Southern reach, then start a three-crawler drill in that sector. The causeway links the original island to the eastern mainland. Defend it together. Drills pause when nobody is connected. Named campaigns save combat state; the legacy field resets combat on restart. Construction and scout positions remain saved.
    Return
    Accounts retain campaign membership and deployments. Guest visits can reconnect for 30 seconds; leaving ends the visit, but contributions stay with the host. Buildings save immediately; movement saves every half second.
    Visual effects

    Reduced effects also disables camera shake. Damage is identical in both modes. Music and sound effects have separate controls above.

    Named campaigns support invitations, ground/naval/air equipment and permanent alert-station conquest. Economy and further objectives are future stages. The legacy field is separate.

    Field notes →