↠ HOW TO PLAY ↞

FIELD MANUAL

/// MISSION ///

DEFEND THE YELLOW COMMAND CORE. Every arena is a base defense: human pilots drive yellow tanks while a blue CPU siege squad — steered by a compiled Rust/WASM brain — pushes through the brick maze toward your core.

One enemy shell on the exposed core deals heavy damage, and its brick fortress can be chewed away shot by shot. If the core's integrity hits zero, the match is lost immediately.

/// CONTROLS ///

MOVE
WASD / ARROW KEYS
AIM
GUN FOLLOWS DRIVING DIRECTION
FIRE
SPACE / MOUSE CLICK
TOUCH
ON-SCREEN D-PAD + FIRE

Movement is deliberately cardinal — holding two keys never makes a diagonal, and vertical input wins when both axes are held.

/// DEPLOYMENTS ///

SINGLE PLAYER — a private patrol against three CPU attackers with 3 tank lives and an escalating threat curve.

QUICK PLAY — drops you into the fullest open public room, or opens a fresh public room when none are joinable.

CREATE / JOIN ROOM — co-op rooms for 2–12 human defenders against a CPU squad. Share the six-character room code for private invites. The room commander launches the match once pilots arm up.

/// VICTORY & SCORING ///

The defense succeeds when the clock runs out with the Command Core intact. It fails if the core is destroyed — or, in single player, when all of your tank lives are spent.

Each CPU knockout is worth 1 score (+100 on the arcade counter). Wrecked tanks respawn after 2.4 seconds. Final rankings, kills, deaths, and score feed the persistent leaderboard and your pilot profile.

/// THREAT LEVELS ///

In single player the CPU squad grows sharper as your score climbs:

RECON
0+ KOs · SLOW, LAZY GUNS
SKIRMISH
5+ KOs · FASTER TRACKS
SIEGE
10+ KOs · RAPID FIRE
ASSAULT
15+ KOs · FULL COMBAT SPEED

/// FIELD TIPS ///

  • Interior bricks are destructible — carve your own firing lanes, but remember the enemy can too.
  • Never let the fortress bricks around the core fall; they are its last shield.
  • Sit in a corridor mouth and cover one approach instead of chasing kills across the map.
  • Shells sweep continuously — sidestep perpendicular to an incoming shell's path.