Turret
Stationary defense. Fires at enemies in range and spends matter to repair itself.
Turret stats →Select your units and choose a time on the timeline before giving orders. These are the actions you will use most:
Select a constructor, press B, choose a building type, then click its location on the map. This places a blueprint. It does not give that constructor a build order.
Select a factory or its blueprint. Click a unit’s + button in the production panel to add it to the queue. Shift-click adds five. A blueprint’s queue starts once the factory is built.
Select combat units, press F for Attack-move, then click a destination. They move toward it and fight enemies they encounter.
Select miners or constructors, press M, then drag a rectangle over yellow ore. They collect ore inside that area and add matter to your bank.
Select constructors, press C, then drag a rectangle around your blueprints. They travel to reachable sites in that area and build them.
Review these changes in Planning, then press Commit to submit your turn.
Each round gives you a replay of the battle. The timeline below the map lets you move backward and forward through it. Choose a time, plan your changes, then press Commit. Once everyone commits, the game runs the battle again from the earliest change.
When the new replay is ready, inspect what worked and choose your next change. In the default game, the first player to win five timelines wins the match. Other game modes and win targets are shown in the lobby.
Only commands your selection can use are shown. Choose a command below the map, then click a target or drag an area as prompted.
Groups let you recall and command units together with keys 0–9. When rewriting an order, choose whether to keep or remove its later orders. The detailed rules below explain groups, future orders and keyboard shortcuts.
A command group is a numbered set of units you can select and order together. It also lets a factory’s future units join an existing plan.
Select a factory or its blueprint to see its active production, waiting queue, unit buttons and output settings. Click a unit’s + button to queue it; Shift-click adds five. The Loop new items switch affects new entries. Each queued item also has its own repeat toggle and remove button. Clear waiting queue removes pending entries.
With the factory selected, use Attack-move, Support, Mine, Construct or Idle to set its new units’ starting order. Use the same click or drag gestures as for mobile units. The New units summary shows that order. Set Matter priority to control how quickly the factory receives funding.
Selecting several factories opens one shared editor. If their settings differ, an inline warning explains that the next shared command clears their queues and settings at that tick, including active production and its spent matter. Undo restores the draft. Select one factory to edit it independently.
Choose a tick, select your units with a click or box drag, then choose an action below or press its key. Shift-click toggles a unit; Shift-drag adds units. The first command pins the draft tick. Use T to return to it, or Rebase draft here to move the draft to the inspected tick. Check the plan after rebasing; some orders may no longer be possible at the new time. Undo and redo preserve the command’s timestamp.
| Keys | Action |
|---|---|
| F, then click | Attack-move to the tile. |
| G, then click your unit | Support that unit. |
| M / C, then drag | Mine / construct in a rectangle. |
| B, then building number | Choose a factory, turret, wall or silo from the on-screen list. Click a tile to place its blueprint; drag for a connected wall line. Hold Shift while placing to keep the same building selected for another placement. R rotates factory output directions. Red previews are blocked. |
| X | Stop the selected units’ assigned task. |
| H, then 0–9 / Clear group, then 0–9 | Add selection / empty a group. Plain 0–9 recalls a group without spending a command. The recipient label distinguishes a group from selected units only. |
| J, then 0–9 / J, then Backspace | Bind / clear selected factories’ output group. |
| Q, then recipe number | Add a unit or missile to the production queue. The on-screen list shows which number to press. |
| L | Toggle whether new production queue items repeat. |
| P, then 1–4 | Choose High, Medium, Low or Off matter priority. |
| Select factory, then F / G / M / C / X | Set a factory’s stored attack-move, support, mine, construct or idle order using the same target gestures. |
| Delete | Delete a selected blueprint or unfinished building of any type, or remove the selected draft entry. The selection panel also has Delete selected blueprints / Cancel selected construction. Removing a draft placement removes its dependent settings; undo restores the change. Invested matter is lost when an unfinished building is cancelled. Factory queue items have their own remove controls. |
| O | Cycle keep, drop all, and the configured following window. Check Future-order details for an estimate of which orders will be replaced. The round viewer shows what actually changed after the replay. |
| Ctrl+Z / Ctrl+U | Undo / redo the uncommitted draft. |
| Enter / Escape | Commit or pass / cancel a gesture, then clear selection. Finish or cancel placement before committing. |
| WASD / middle drag / wheel | Pan / pan / zoom the map around the pointer. Click or drag the minimap to move the camera. |
| Space / , / . | Play or pause / step backward / step forward. Shift steps 100 ticks. Home and End seek the editable boundary and available end. |
| [ / ] | Decrease / increase playback speed from 0.25× to 16×. A speed menu provides the same presets. |
| − / = / Shift+[ / Shift+] | Zoom timeline out / in around the last hovered tick; pan left / right. Shift+wheel scrolls the timeline. Wheel zooms the timeline; drag the bottom ruler or use the middle button to pan. Each player has a horizontal row of exact order ticks; a white outline marks their latest write, and purple marks applied orders to selected units. Click to seek; hover for player, tick and order count. |
| V / ? | Statistics / hotkey help. The guide remains available during play. |
Text fields keep their normal typing keys. Escape leaves a field. Browser shortcuts are not game commands. The timeline’s white line is the playhead, the dashed yellow marker is the draft, and hatched history is immutable. You may inspect history while planning; staging waits for exact state at the chosen tick.
Statistics plots bank, mined matter, total spend, living army and infrastructure value, and spend ratio against the selected opponent. Choose players and a full-run or visible-timeline window; hover for sampled values. Thinking-time ratio uses cumulative committed durations by round, not battlefield ticks; a zero opponent duration has no defined ratio. Round details show committed thinking time. Cosmetic combat effects are bounded at fast playback rates.
Open “Rounds, inputs and rewrite results” to inspect a previous round. Historical rounds are read-only, even if your current draft exists. Return to live to continue planning. Accepted inputs link to their ticks and show the server’s applied counts and skipped reasons. The before/after summary compares outcomes, survivors, spending, entity births (including construction sites), and destruction or cancellation. Survival history records loss reasons and recovery separately from finalized timed losses.
A connection interruption preserves your view and draft while reconnecting to the same server. If the server instance has changed, use Reload current server for its current match, roster and guide. Team members share a map color; owner numbers preserve individual identity.
Unbuilt blueprints are selectable: configure their unit queue, priority, looping, and starting order before construction. Production begins when construction completes. The matter counter follows the viewed tick. Recorded timelines show the whole battlefield to all players. Unit vision still affects automatic targeting during simulation. The header scoreboard shows current match totals: completed timelines won by each player, the win target, and who is leading. These totals stay current while you inspect older ticks or rounds; a running simulation only scores when its result is published. Team or adjusted points appear separately when they differ from individual wins. Purple timeline markers show every applied command tick for the selection. Green WIN and red LOSS describe the timeline’s final survival result; elimination can reverse during simulation, and match completion is labeled separately.
Units start without a control group. Group numbers appear only after assignment; queued membership and priority changes appear immediately at the draft tick, including a Mixed label when the selection differs. Use the shared Matter priority dropdown for constructors, factories, turrets and unfinished buildings. Priority appears only in the bottom UI. Construction funding uses the target building’s priority; a constructor set to Off contributes no spending. Ore is yellow until exhausted, when it becomes gray; walls are darkest gray, unseen floor is medium gray, and seen floor is lightest.
In Statistics, choose Display → Slope (smoothed) to compare rates such as matter mined per tick. The slope uses a local linear fit over up to five adjacent samples, does not bridge missing data, and can be negative. Thinking-time slopes use rounds instead of ticks.
Select a constructor, press B and choose silo. The placement circle shows automatic targeting reach; manual launches can reach anywhere on the map. Turret placement also previews weapon reach.
Select the silo or its blueprint. Build missiles using its production buttons; Shift-click queues five and each item can loop. Completed missiles appear in the Stock row below Build missiles. They stay stored until fired. Destroying the silo destroys its stock, but missiles already in flight continue.
Choose Target Satellite, Target Cluster or Target Tac nuke, then click the map. The preview shows the affected area and flight time. Launches wait in order for matching stock; they can be configured before construction finishes and removed with ×. Flight time starts when a missile launches, so construction, production and the silo’s launch cooldown can add waiting time. With no queued launches, Auto launch fires stored missiles at the nearest visible hostile entity within automatic targeting reach. Allied vision, including satellites, can supply targets. Turn automatic launching off to stockpile.
Explosions also hit your own units and teammates. Missiles ignore walls, have unlimited flight range, and land within 30 ticks of launch. Matter priority controls spending; Off does not stop firing stored missiles. Exact costs, radii, flight speeds, cooldowns and satellite duration are listed in the content reference below.
Every lobby offers five map previews showing terrain, ore and starting positions. The first occupied slot chooses; everyone sees the same selected map. After a match, the Game complete menu lets that player open a new lobby with five fresh maps. Player slots and profiles carry over, and the finished match remains saved in the server archive. Choose Keep viewing replay to inspect the result first; New game… reopens the menu. Give feedback saves a private message for the creator with a reference to this match. Games become unavailable after six hours without game activity.
A factory with a completed unit pushes mobile output blockers aside, including a chain of units when space is available. Their orders are preserved. Walls and buildings cannot be pushed.
These are the same icons used in the game’s selection and command panels. Each card names the unit and describes its job. Blue is an example player color, not a unit category. Buildings stay in place; utility and combat units move; missiles are ammunition stored in a silo.
Stationary defense. Fires at enemies in range and spends matter to repair itself.
Turret stats →Builds mobile units. Queue production and set the orders those units receive when they appear.
Factory stats →Blocks movement. Use walls to close routes or funnel units through a gap.
Wall stats →Builds and stores missiles. Choose their targets manually or enable automatic launches.
Silo stats →Collects matter from ore. Give it a mining area to fund construction and production.
Miner stats →Builds your blueprints. It can also mine, but more slowly than a miner.
Constructor stats →Explores to reveal enemies and terrain. Carries a light weapon.
Scout stats →A light fighter for direct attacks.
Grunt stats →A durable vehicle with a direct-fire weapon.
Tank stats →Moves into close range to deal melee damage.
Grinder stats →Fires indirectly at long range.
Artillery stats →Reveals the area along its flight, then keeps the destination visible for a limited time.
Satellite stats →Damages units and buildings in a wide blast, including your own and your allies’.
Cluster stats →Destroys units and buildings in a smaller blast, including your own and your allies’.
Tac nuke stats →These values come from this server’s game settings. Costs are in matter; health is in HP. A tick is one step of the simulation. Ranges are measured in map tiles; ≈ marks a rounded value. Work and production can slow down when matter is short.
Survival: “Surviving building” means the completed building counts toward staying alive. “Keeps building ability” means the completed unit can preserve your ability to rebuild. The exact loss conditions depend on the selected game mode; see scoring and survival.
For an immediate solo game, choose Play Against Bot on the home page. To customize a game, choose View Lobby, enter a username on the game directory, then create a game or enter an open lobby. Names do not need to be unique. Joining defaults to spectating; claim a slot before starting to play. The first occupied human slot chooses from five shared maps and starts once all slots are filled. Open game links in separate tabs to play multiple matches. The directory offers active/open filters, your games, and read-only recent replays.
For solo practice, add the Standard bot at creation. It uses normal resources, visibility and validated orders. It maintains miners, expands production modestly, defends nearby threats and revisits its timeline before a lost base. It uses simple rules, with no deep planning. Bot-only playtests stop and archive at their selected round budget; human games have no added round limit.
You begin with a miner, constructor, and turret. Send the miner onto ore, place a factory blueprint, and assign the constructor to build in that area. Constructors can also mine at half the miner’s throughput. Matter flows into your bank and pays for construction and production continuously. High priority gets funded before medium and low; consumers within a tier share the available matter. Off stops spending. With default content, turrets automatically repair at 0.5 HP per tick for 1 matter per HP, half their construction efficiency; repair continues while firing.
Choose whether new queue items should loop, then queue units at a factory (Shift-click adds five), and give its output a stored order so newborn units leave the output tile. Each queued item keeps its own loop flag and rejoins the tail after spawning if marked ↻. Use its ↻ / 1× button to change that item; the Loop new items switch only affects later additions. Fully paid units wait when output is blocked. Canceling paid work loses its investment. A damaged construction site keeps its damage as it grows.
Attack-move advances toward a destination and attacks when possible. Support follows an ally and assists with the unit’s available capabilities. Mining and construction use selected areas. Walkers can move diagonally without cutting wall corners; vehicles move along the axes. Allied mobile bots can yield by stepping aside or swapping when there is a legal space. Weapons, vision, movement, and work rates differ by type.
Groups use keys 0–9. A group order commands its members once and is saved for newborn units from bound factories. Individual orders can override it until another group order arrives. Factory output binding and selecting a factory as a group member are separate settings.
Stage orders at one chosen tick and undo changes until committing. When assigning an action, keep future orders, drop all later orders for the selected recipients, or use the configured following time window. Priority, queue, and other settings keep future orders. Review the estimated skipped orders. A successful replacement locks older future assignments and settings for its following interval; same-round and newer orders still apply. If its target disappears after a rewrite, no lock is installed. Group locks also protect saved orders and are inherited by newborns. Single-order mode allows one command per turn; timestamp mode permits multiple commands at the selected tick.
A player needs both a completed active building (turret or factory) and a completed constructor or factory. Losing either requirement eliminates the player temporarily. Their remaining units keep acting, and finishing a factory can restore them. The simulation continues until inactivity or its maximum tick limit, including when everyone is temporarily eliminated.
The final state determines the result: everyone alive is a stalemate, some alive is a win, and nobody alive is a draw. Stalemates never score. Wins score for final survivors; teams earn their surviving-member count. Draws award nobody or everyone according to setup.
Simple win ends a timeline immediately when any player has no completed buildings left. Turrets, factories and silos count; unfinished sites and mobile units do not. A remaining building keeps you alive even without a constructor. Remaining orders and missiles do not delay the stop. Simple win uses timeline-win scoring, with a default target of five points.
Scoreboard mode awards each resolved round, including unchanged winning passes. The default target is 5, with tied leaders continuing until one qualifies alone. Setup can change the target, use a required lead, allow shared victory, or enable thinking-time penalties. Scoreboard rounds have no automatic round limit; the host can stop and archive an unfinished match without adding points. Timed mode locks a configured span of history after each planning round. A player loses timed eligibility when that locked state contains no completed constructor or factory; losing only active buildings is not enough. Hybrid mode combines the scoreboard target with a fixed advance of immutable history each round, without timed-mode permanent elimination. Inspect the lobby’s rules for the selected match.
While the simulation runs, you can play or scrub the completed part of the new replay. The turquoise frontier marks the available ticks; the dark remainder is still being computed. Playback waits at that frontier and resumes as more ticks arrive. The result stays pending and orders remain closed until the full replay is verified. Refreshing rejoins the available preview, and final publication preserves the tick you are inspecting.