← Atemporal

Game Docs

The five main actions

Select your units and choose a time on the timeline before giving orders. These are the actions you will use most:

  1. Place buildings

    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.

  2. Queue units

    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.

  3. Set units to attack

    Select combat units, press F for Attack-move, then click a destination. They move toward it and fight enemies they encounter.

  4. Set a mining area

    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.

  5. Set a construction area

    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.

Your first 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.

  1. Find your units. You start with a miner, a constructor and a turret. Click a unit to select it, or drag a box around several. Their names and available commands appear below the map.
  2. Choose the time. Click the timeline to inspect a moment in the battle. Your first order sets the time for this round’s plan. All other changes in that plan use the same time. Rebase draft here moves the plan to the moment you are viewing.
  3. Give orders. Select the miner, choose Mine, then drag over yellow ore. Select the constructor and place a factory blueprint. Choose Construct and drag over that blueprint so the constructor will build it.
  4. Check your plan and commit. The Planning panel lists your changes. You can undo them before committing. Committing an empty plan passes. While waiting for another player, Uncommit lets you edit again.

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.

Yellow tiles: oreMine it to collect matter. Exhausted ore turns gray. Timeline: when orders happenEach player has a row. The white line is the time you are viewing. Blueprint: planned buildingIt still needs a constructor assigned to its area.

What commands do

Only commands your selection can use are shown. Choose a command below the map, then click a target or drag an area as prompted.

Attack-move
Move toward a point and fight enemies along the way.
Support
Follow a friendly unit and help using the selected unit’s abilities.
Mine
Collect matter from ore inside the rectangle you drag.
Construct
Assign constructors to an area. They work on your reachable blueprints inside it; blueprints belong to map locations, not to a particular constructor.
Idle
Stop the unit’s assigned task.
Production
Queue units at a factory or missiles at a silo. Queue items can repeat. Give a factory’s new units a starting order so they know what to do.
Matter priority
Choose which construction, production or repairs receive matter first. High goes before Medium and Low. Off pauses spending.
Missile targets
Choose a missile and click its destination. The preview shows the blast area and flight time. A launch waits until that missile is in stock.

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.

Read the interface

Top bar
Your identity, matter at the viewed tick, round and timeline-win totals. Scores stay current even when you inspect an older round. Switch / rejoin player changes your slot or spectator view; All games returns to the directory.
Battlefield and minimap
Recorded timelines show the full battlefield to every player, including enemy units. Click to select, drag to box-select, and hold Shift to add to your selection. Pan with WASD or the middle mouse button; zoom with the wheel. Click or drag the minimap to move the camera. Player colors show ownership; allies share a color and have owner numbers.
Timeline
Play, pause, step, or enter a tick directly. Each row is a player’s order history. White is the current playhead, dashed yellow is your draft’s time, purple marks orders for the selection, and hatched history cannot be changed. Open Timeline tools for zoom and pan controls.
Selection
Names, icons, health and available actions describe what you selected. All army and All units help select a larger force. Unit details and Unit reference show stats. Mixed values mean selected units have different settings.
Commands and Planning
The command panel changes with your selection. Planning contains undo/redo and the changes queued for this turn. Select an entry to inspect or remove it. The draft is not submitted until you press Commit.
Needs orders
An amber notice points out idle units, empty queues, new units without starting orders, or buildings without a constructor assigned nearby. Review next selects and centers one. A warning is a prompt to check your plan, not a guarantee that a route or enough matter exists.

Command groups

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.

  1. Add units: select them, open Groups and choose Add to group, then press a number from 0–9. The shortcut is H, then the number.
  2. Recall and command: press the number on its own to recall that group. Check the recipient label, then give an order. Recalling a group is only selection; it does not spend a command.
  3. Keep it separate from a one-off selection: a group order is saved for the group; an order to selected units affects that selection. An individual order can override the group until another group order arrives.
  4. Add future factory output: select a factory, choose Output group (J), then the group number. Its new units join that group. This is different from making the factory itself a group member. Press J, then Backspace to clear the output binding.
  5. Empty a group: choose Clear group, then its number. This removes membership, not the units. Expand Groups 0–9 inside the Groups menu to inspect groups.

Factory queues and starting orders

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.

Browser controls

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.

KeysAction
F, then clickAttack-move to the tile.
G, then click your unitSupport that unit.
M / C, then dragMine / construct in a rectangle.
B, then building numberChoose 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.
XStop the selected units’ assigned task.
H, then 0–9 / Clear group, then 0–9Add 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 BackspaceBind / clear selected factories’ output group.
Q, then recipe numberAdd a unit or missile to the production queue. The on-screen list shows which number to press.
LToggle whether new production queue items repeat.
P, then 1–4Choose High, Medium, Low or Off matter priority.
Select factory, then F / G / M / C / XSet a factory’s stored attack-move, support, mine, construct or idle order using the same target gestures.
DeleteDelete 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.
OCycle 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+UUndo / redo the uncommitted draft.
Enter / EscapeCommit or pass / cancel a gesture, then clear selection. Finish or cancel placement before committing.
WASD / middle drag / wheelPan / 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.

Graphs, rounds and reconnecting

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.

Missile silos

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.

Choosing a map and playing again

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.

Meet your units

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.

Buildings

Turret

Stationary defense. Fires at enemies in range and spends matter to repair itself.

Turret stats →

Factory

Builds mobile units. Queue production and set the orders those units receive when they appear.

Factory stats →

Wall

Blocks movement. Use walls to close routes or funnel units through a gap.

Wall stats →

Silo

Builds and stores missiles. Choose their targets manually or enable automatic launches.

Silo stats →

Utility

Miner

Collects matter from ore. Give it a mining area to fund construction and production.

Miner stats →

Combat

Scout

Explores to reveal enemies and terrain. Carries a light weapon.

Scout stats →

Missiles

Satellite

Reveals the area along its flight, then keeps the destination visible for a limited time.

Satellite stats →

Cluster

Damages units and buildings in a wide blast, including your own and your allies’.

Cluster stats →

Tac nuke

Destroys units and buildings in a smaller blast, including your own and your allies’.

Tac nuke stats →

Unit 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.

Buildings

Turret

Cost
100
Health
200
Vision
8 tiles
Movement
Stationary
Weapon
15 damage every 4 ticks; 7-tile range; direct fire
Self-repair
1 HP per matter; spends up to 0.5 matter per tick
Surviving building
Yes, when complete
Keeps building ability
No

Factory

Cost
200
Health
400
Vision
5 tiles
Movement
Stationary
Weapon
None
Production
Spends up to 3 matter per tick
Builds
Artillery, Constructor, Grinder, Grunt, Miner, Scout, Tank
Surviving building
Yes, when complete
Keeps building ability
Yes, when complete

Wall

Cost
10
Health
150
Vision
0 tiles
Movement
Stationary
Weapon
None
Surviving building
No
Keeps building ability
No

Silo

Cost
300
Health
300
Vision
6 tiles
Movement
Stationary
Weapon
None
Production
Spends up to 2 matter per tick
Builds
Cluster, Satellite, Tac nuke
Auto targeting
36-tile range
Manual targeting
Anywhere on the map
Launch cooldown
3 ticks
Surviving building
Yes, when complete
Keeps building ability
No

Utility

Miner

Cost
30
Health
60
Vision
5 tiles
Movement
One tile every 3 ticks; no diagonal movement
Weapon
None
Mining
2 matter every 1 tick
Surviving building
No
Keeps building ability
No

Constructor

Cost
40
Health
80
Vision
5 tiles
Movement
One tile every 3 ticks; diagonal movement allowed
Weapon
None
Mining
1 matter every 1 tick
Construction
4 matter per work action; 1-tick cooldown
Surviving building
No
Keeps building ability
Yes, when complete

Combat

Scout

Cost
20
Health
35
Vision
10 tiles
Movement
One tile every 1 tick; diagonal movement allowed
Weapon
3 damage every 3 ticks; 3-tile range; direct fire
Surviving building
No
Keeps building ability
No

Grunt

Cost
15
Health
45
Vision
5 tiles
Movement
One tile every 2 ticks; diagonal movement allowed
Weapon
8 damage every 3 ticks; 3-tile range; direct fire
Surviving building
No
Keeps building ability
No

Tank

Cost
100
Health
250
Vision
5 tiles
Movement
One tile every 4 ticks; no diagonal movement
Weapon
25 damage every 5 ticks; 5-tile range; direct fire
Surviving building
No
Keeps building ability
No

Grinder

Cost
100
Health
275
Vision
5 tiles
Movement
One tile every 2 ticks; diagonal movement allowed
Weapon
25 damage every 5 ticks; ≈1.414-tile range; direct fire
Surviving building
No
Keeps building ability
No

Artillery

Cost
80
Health
50
Vision
5 tiles
Movement
One tile every 6 ticks; no diagonal movement
Weapon
35 damage every 10 ticks; 10-tile range; indirect fire
Surviving building
No
Keeps building ability
No

Missiles

Satellite

Cost
50
Storage
Ammunition inside a silo; no separate health
Effect
Reveals terrain and enemies
Effect radius
9 tiles
Flight speed
3 tiles per tick
Maximum flight
30 ticks after launch
Vision at destination
100 ticks

Cluster

Cost
125
Storage
Ammunition inside a silo; no separate health
Effect
Area damage, including allies
Effect radius
7 tiles
Damage
100
Flight speed
3 tiles per tick
Maximum flight
30 ticks after launch

Tac nuke

Cost
300
Storage
Ammunition inside a silo; no separate health
Effect
Destroys units and buildings, including allies
Effect radius
4 tiles
Flight speed
3 tiles per tick
Maximum flight
30 ticks after launch
Detailed game rules: economy, time and survival

Games and practice opponents

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.

Build an economy

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.

Orders and control groups

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.

Rewrite the future

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.

Survival and winning

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.