Field Manual
Build a defence network, survive 16 waves, defeat the main boss, and push your run score onto the pilot leaderboard.
The battlefield changes by level, objective, music visual mode, and map feature.
Goal
Protect the Core through 16 waves per level. Enemies follow the path; each leak costs lives.
Wave 16 is the boss wave, and the level only clears after the Main Boss is defeated.
Basic Flow
Pick a turret on the left, place it on a glowing build tile, then press START.
Kill enemies for gold, upgrade your best towers, cleanse bad tiles, and prepare before the next wave.
Waves & Skip
After a wave ends, the next wave starts after the intermission. Press SKIP to launch early
and gain a short damage/fire-rate bonus plus extra gold. Skipping is useful when your defence is stable.
Turrets
Turrets have different jobs: single-target, chain, cone slow, beam, splash, poison, sniper,
support, drones, and traps. Select a turret to upgrade it, sell it, or change how it targets enemies.
Most turret types have build caps, while Pulse Spindle has a higher cap for basic coverage.
Upgrades
Each turret has 5 upgrade tiers. Every tier offers two choices, so build toward the role
you need: more damage, more control, better shields/armor answers, or wider coverage.
Tiles
Build tiles can be blocked by Corruption; cleanse them with gold. Locked Power Tiles
can be bought later and boost turrets placed on them. Power tiles are gold, corrupted tiles are red,
and normal build tiles are the safe places to expand.
Map Features
Each level can roll a special feature: Amplifier Nodes boost turrets built on cyan pads,
Cryo Patches slow enemies on blue lane tiles, Salvage Relays add bonus gold on kills,
and Phase Lanes speed enemies up through violet track sections.
Power-Up Tokens
Clearing a level awards power-up tokens. Use the small plus signs on the ability HUD to upgrade
EMP Pulse, Pulse Burst, or Overcharge. Higher ability levels cost more tokens, so saving them can matter.
Damage Types
Physical is reduced by armor. Energy is strong utility but shields absorb it first.
Chemical damage-over-time is good into armor. True damage ignores defenses.
Enemy Traits
Watch for armor, shields, flying enemies that avoid traps, stealth enemies that need reveal,
splitters, regenerators, shield drones, blinkers, minibosses, and final bosses. Larger enemies can
disrupt nearby turrets, so avoid packing every tower into one tight cluster.
Abilities
EMP Pulse sends an electric wave from the map center, damaging and disabling shields.
Pulse Burst boosts a selected turret for focused damage. Overcharge speeds up your turret network.
Keys 1/2/3 trigger them.
Objectives
Levels can add optional objectives such as timed assault, boss intercept, combo goals, or defensive challenges.
Completing objectives improves the run and gives the level a different strategic rhythm.
Level Scaling
Each level has its own enemy mix, and waves get harder inside that level. Survive the main boss
to move to a new map with a new level style.
Music & Visuals
The music HUD controls play, pause, previous, next, repeat, shuffle, mute, seek, and volume.
The battlefield grid reacts to the current song. Press V to cycle visual modes.
Leaderboard
Use PILOT to create or load your pilot profile. The global leaderboard tracks run progress,
levels cleared, score, and high combo streak so other players can compare runs.
Hot Keys
1EMP Pulse
2Pulse Burst
3Overcharge
Q-PSelect turret build cards
VCycle music visualization
EscCancel build mode
Right-clickCancel build / alternate camera drag
Mouse wheelZoom battlefield
DragPan camera
Strategy Tips
Mix damage types so armor, shields, flying enemies, and stealth enemies do not stall your run.
Cleanse corrupted tiles near the track when they block strong build positions.
Use power tiles and amplifier nodes for high-value turrets, not throwaway coverage.
Keep some turret spacing so large enemy disruption clouds do not shut down your whole defence.
Hold combo streaks for better income, but do not overbuild so hard that upgrade timing suffers.