Command a war machine across a whole planet, from a single tank tread to the full theatre. Every run, a new battlefield, a new enemy and a new arsenal.
Browser prototype. Runs in Safari on iPhone and iPad and on desktop. It is not yet a packaged iOS app.
Your auto-base runs the economy, the builders and the factories. You pick the plan, steer it with big buttons, and fight with the army.
| Date | Mission | Difficulty | Result | Time | Kills | Credits |
|---|
Every run opens with a boon: three cards from different tags. The upgrade meter (the gold bar under the mission line) fills only from combat: every enemy unit killed and every structure destroyed charges it, and structures charge it more. A full meter offers a new pick. Supply pods land every minute or so, so send any unit to grab one before the enemy does. Every upgrade carries tags: Artillery, Shield, Swarm, Flux, Industry, Air, Titan, Fortress and Command. Two of a tag unlock tier II, four unlock tier IV. Owning two different tags can surface rule-breaking duo upgrades. Rerolls come from levels and pods. Tap Build on the left to see your whole build.
The column on the right lists every unit type and factory you own, with counts. Tap a tile to select all of them, or tap it twice to jump the camera there. The red Attack All button sits on top: tap it, then tap the map or the minimap, and every combat unit attack-moves there. Double-tap it to send the whole army to your commander. While a move, patrol or rally order is armed, tapping the minimap also places it.
Tap Alloy Extractor and the builder closest to a free deposit walks there and builds it. You are then asked whether that unit should keep claiming deposits non-stop; Auto-alloy in the Economy tab toggles it any time. With a factory selected, tap another factory of the same kind to link them: the second copies everything the first builds. ∞ Non-stop keeps a queue going forever. When you run short of alloy or flux, a Pause factories button appears at the top so construction gets the resources.
Choose Arcade on the title screen for a faster, simpler game. Pick a plan and your auto-base handles the economy. Tap the focus dials to push alloy, flux, army, air, defense or tech, and use the big buttons to attack, defend, rally and choose your experimental. The Army dial sets how many Land Factories the base keeps and the Air dial sets Air Factories; the count under each dial shows what you have. +Engineers queues two engineers at once, and Research builds the Research Uplink straight away. Tapping Army, Air or Defense asks which of three units to favour. Build starts a Radar, Land Factory or Air Factory right away. Research Uplinks earn research points (RP): spend them on Tier 2 structures, Army Refit Mk II, Tier 3, Army Refit Mk III and the Experimental Foundry. A prompt appears when one is ready, and its alloy and flux flow in over time. The gold upgrade meter at the top fills only from kills and destroyed structures, and each upgrade takes longer to earn than the last. The strip above the panel always shows what a tap, double-tap, triple-tap or two-finger tap will do.
The Titan Foundry builds Goliath, Behemoth, Mechanizer, Arachnid, Speed Demon, Sovereign Dreadnought, Doomwing and (once unlocked) Cataclysm.
You start with no abilities. Your first supply pod delivers your doctrine's signature ability, and later pods and upgrade cards unlock more: Orbital Strike, Reinforcement Drop, Turret Drop, Dome, Surge and others. Each ability holds at most two charges (the dots on its button) and recharges slowly.
Rare upgrades and lucky supply pods unlock outrageous abilities: Nuclear Strike, Ion Storm, Missile Volley, Orbital Laser and Titan Airdrop. The enemy can roll them too, so watch for the red warning rings.
Order engineers to Patrol and they work the route: they repair badly damaged buildings and reclaim wrecks and small rocks for alloy, then carry on patrolling. You can also tap any rock with an engineer selected to reclaim it.
Many upgrades bolt visible hardware onto your units: twin cannons, armour skirts, long artillery rails, commander plating, missile pods, afterburners, shield emitters and tesla coils. A card marked "Visible refit" tells you what will change.
Long-press a factory for rally, repeat, pause and quick-queue. Long-press an extractor to upgrade it, or a damaged building to send idle engineers. Long-press one of your units and the camera locks on and follows it until you tap anywhere. Long-press an enemy to attack it, and long-press the ground for move orders. With a mouse, hold right-click or alt-right-click.
Alloy builds everything. Flux powers construction, shields, radar and abilities. Extractors only work on green deposits. If spending outruns income, construction slows instead of stopping, and shields drain when flux runs dry. Storage next to extractors and generators boosts their output.
Maulers swarm exposed artillery. Mortars and Lancers out-range turrets. Flak and Kites shred aircraft but cannot touch ground. Interdictors shoot down missiles. The Goliath has no anti-air at all. The Cataclysm cannot move while it charges its lance.
The auto-base builds a Titan Foundry if you don't have one, then keeps producing this war machine.
The game needs WebGL 2 (Safari 15 or newer on iPhone and iPad).