Numbers below describe official defaults. Custom matches use the values shown in MATCH SETTINGS. Before creating a room, use MATCH SETTINGS to tune balance, save named presets, and import/export JSON.
01 · Capture industry
Factories spawn units automatically, using only time. Attack grey or enemy factories and refineries until their health reaches zero: the structure becomes yours, reset to level 1 after twenty seconds of rebuilding. Capturing a refinery grants +2 credits per second.
02 · Use combined arms
Recon and armor fire shells. Artillery lobs long-range shells over cliffs with splash damage. Pulse walkers fire devastating close-range lasers. Barrage walkers launch twelve homing missiles from alternating shoulders, then reload for ten seconds. Anti-air crawlers and turrets intercept Advancers, bombers, Carryalls and Triplers. Fast jets evade anti-air fire. Hulls turn before driving forward; turrets turn independently and track enemies just beyond range. Units fire while moving. Blocked orders eventually settle instead of shuffling. Right-click ground to move, or an enemy to focus fire. Auto-target priority: units, turrets, then buildings. Shift-right-click forces a ground move. Factories have rally points: select a factory, then right-click the destination.
03 · Fortify your gains
Your HQ grants +1 credit per second. Credits buy turrets only: ground or anti-air, both 180. Placement snaps to the 80-unit grid. Owned turrets extend your territory so you can creep forward. Select a factory and SEND ADVANCER, or press V then U and click a highlighted owned factory. Touch: select the Advancer and tap your factory. Escape or right-click cancels targeting. The panel shows queued orders, travel and upgrade progress. H stops the Advancer; the assigned factory also offers STOP UPGRADE. Moving the Advancer cancels work on the current level. The flying engineer upgrades for free, taking eighty seconds per level and continuing to the factory level cap. Each level unlocks a different predetermined unit, produced concurrently on its own timer. Factory rosters are fixed. Captured factories and refineries change owner and rebuild for twenty seconds, with no production or income during that period. Ground and anti-air turrets are destroyed permanently; they never convert or rebuild. Advancers respawn at HQ immediately when destroyed. Army limit: 80 combat units plus your Advancer. Shift-click keeps turret placement active; right-click cancels. Placement territory is outlined on the ground.
04 · One shared simulation
Every order is placed at least 500 ms ahead on a 50 ms grid. Short acknowledgment delays are tolerated. The shared clock freezes only when someone falls ten steps behind; checksum errors stop immediately. Keep both tabs visible for best local testing. If disconnected, reconnect automatically using your seat token. Only the host can resynchronize a mismatch.
05 · Strategic command
Scroll toward the cursor from close tactical view to the whole battlefield. Models stay visible at every zoom by default. Check ICONS to use strategic symbols when zoomed far out. A selects combat troops without interrupting your Advancer; V selects the Advancer. Ctrl+1–9 saves a squad, 1–9 recalls it, Shift+1–9 adds selected troops, and a double tap centers it. Shift-click toggles a unit in the selection. Right-click the minimap to move troops or set a factory rally without moving the camera. Selected weapons show their range; selected factories show their rally point. Space toggles map/base, F focuses your selection, and +/− zoom. Orders and selections work at every scale. Hold arrow keys to pan smoothly. On touch, drag one finger to select units; use two fingers to pan and pinch to zoom. Orders are sent when a single tap finishes, so camera gestures cannot accidentally place a turret or call support. Click a battlefield alert, or press J, to jump to the latest event. Alerts expire after twelve seconds. Sound and strategic-icon preferences are remembered in this browser.
Destroy the enemy headquarters to win. You can keep playing after victory. Create a room and choose Fight AI for a normal match against a Bend commander that captures sites, upgrades factories and attacks. Solo test starts with victory awarded and keeps both armies' factories running for testing. Every map starts each side with one of every unit. Canyon Divide has opposite-corner starts, four cliff crossings, and marked artillery firing positions across the northern and southern plateaus. Proving Ground is a flat test map: each player starts with one of every unit (including an Advancer) and one of every building. Normal production and combat remain active.