Tactical Turn-Based Space Shooter
Each turn you plan a sequence of actions — moves, shots, shields, boost plays — then execute them all at once. Enemies telegraph their intentions before you commit, so plan around what you see.
Actions cost Action Points (AP). You have a limited pool each turn. Moves cost 1 AP; shooting costs 1–2 AP depending on your ship; playing a boost costs 1 AP.
Destroy every enemy in the wave to advance to the next level. Enemies drop boosts when killed — move onto them to collect.
REPOSITION → PLAN (enemies telegraph) → EXECUTE (simultaneous) → RESOLVE → repeat.
The first turn of each level is a free reposition — enemies don't plan or act.
| Tap the grid | Queue a move toward the cell you tapped |
| Double-tap | Undo the last queued move |
| Tap your ship | Switch between your ship and the Wingman (if alive) |
| FIRE | Queue a shot (fires upward) |
| SHD | Queue a shield action |
| POD | Escape Pod — tap once to ARM, again to queue (2 AP). Warps to start, lose all boosts & shields. |
| Boost slot | Tap a slot above the action bar to queue that boost |
| GO | Execute the queued plan |
| CLR | Clear the entire queue |
| [p] | Pause — tap anywhere to resume |
| [x] | Leave the level and return to the menu |
| [?] | Quick control reminder, in game |
| Arrow keys | Queue a move in that direction |
| Space | Queue a shot (fires upward) |
| S | Queue a shield action (+1 shield this step) |
| E | Escape Pod — press once to ARM (phase text turns red), press again to queue (costs 2 AP). Auto-disarms after 2s. Warps to start, lose all boosts & shields. |
| 1 / 2 / 3 / 4 / 5 | Queue a boost play from that hand slot |
| Enter | Execute the queued plan |
| Backspace | Undo last queued action |
| Escape | Clear entire queue |
| Tab | Switch between player and Wingman (if alive) |
| T | New run — or restart the level outside run mode |
| P | Pause |
| R | Return to main menu |
| FIGHTER | Balanced all-rounder. 6 AP. Good starting choice. |
| TANK | High HP and shield. 4 AP — shots cost only 1 AP. |
| SCOUT | Fragile but fast. 8 AP. Shots cost 3 AP — spend them wisely. |
| MINER | Close-range digger. 7 AP. 20 dmg point blank, 10 at 2–3 cells, 5 beyond. Tunnels through terrain — one shot clears most bricks, five for a titan. Double damage to moonrock, half damage taken from spikes and rock. A full 4-boost hold weighs it down — 1 AP less per turn until you play something. No shield until a SHIELD+ boost gives it one. |
| CARGO | Starts with boosts, holds 5. 5 AP — relies on combos. |
Toggle mute with the [♪] button on the menu screen. Setting is remembered between sessions.
Before you commit, enemies reveal their plans: coloured arrows for intended moves, column highlights for shot lanes, ! markers on enemies about to fire. Shot telegraphs stop at bricks and drones. Ghost enemies show no telegraphs at all.
Enemies move each turn according to their flight pattern. If an enemy reaches the bottom of the grid it breaches — it wraps to the top row with doubled HP. Repeated breaches make enemies progressively larger and tougher.
Some levels trigger a mass ADVANCE event every few turns — all enemies shift down one row simultaneously, on top of their normal movement. The screen flashes orange when it fires.
Advancing enemies crush and destroy your Wingman or Drone if they occupy the cell being advanced into. Advancing terrain (bricks) crushes them too — keep your Wingman and Drones clear of any brick columns that are about to advance. Enemies with the NOADVANCE flight pattern are immune and stay put. Mines, forcefields and bombs are not affected by Advance.
Coloured portal pairs (red / green / blue) connect two cells on the grid. Entering one teleports you instantly to its partner — a particle burst marks both ends on transit.
If the exit cell is occupied the teleport is blocked — you stay put. Enemies and your Wingman can also use wormholes. Wormholes are indestructible and are not moved by Advance.
| Bricks | Destroyable cover. Block both player and enemy shots. Different shapes have different HP — titan bricks are toughest. Shoot them to clear a lane or reveal hidden boost pickups. |
| Crumble | 3 HP brick that visually degrades — shows cracks and partial coverage as it takes damage. Same mechanics as a standard brick. |
| Explosive | 1 HP. Detonates on destruction — deals 1 damage to all 8 neighbours and chains into adjacent explosives. Enemies caught in the blast take damage. |
| Mega Explosive | 3 HP. 5×5 blast on death, 2 damage per cell. Chains into nearby explosives. A single well-placed shot can clear a large area. |
| Repair Beacon | 4 HP. While intact, any enemy that ends a turn adjacent to it gains a 1 HP barrier each round. Prioritise destroying these to stop enemies tanking your shots. |
| Gas Cloud | 1 HP. Shoot it to detonate — releases a 3×3 toxic cloud that persists for ~15 seconds. Any entity (player, wingman, enemy) inside takes 1 damage every 2.5 seconds. |
| Chrono Cloud | 3 HP. When destroyed, releases a 3×3 time-distortion cloud for ~12 seconds. Any turn-based enemy that enters the cloud is converted to real-time permanently. |
| Erode | 6 HP brick that deals damage to itself each resolve phase — will eventually collapse without you touching it. Shooting it finishes the job faster and clears the lane sooner. |
| Void Cloud | 3 HP. When destroyed, releases a 3×3 darkness cloud for several turns. Enemies inside the cloud are invisible and show no telegraphs — plan blind or destroy the Void brick before engaging. |
| Forcefields | Placed by FENCER enemies. Block player shots only — enemy fire passes straight through. Destroy the FENCER to remove its forcefield. |
| Mines | Drift slowly down the grid. Explode on contact with your ship. Not affected by Advance. |
| Bombs | Placed by WARDEN/MARSHAL. Drift lazily toward your column. Colliding destroys your shield first, then deals damage. |
Pylons are placed in matched pairs on the same row or column. When both are intact they generate a real-time energy beam between them. Pylons have 5 HP — destroy one to collapse the beam. Beams advance with the grid each round.
| Red | Streaming pulse beam. Damages player, wingman and enemies. Time your moves through the gaps between pulses. |
| Orange | Streaming pulse beam. Damages player and wingman only — enemies pass through safely. |
| Chrono | Streaming pulse beam. Does not damage — instead, any turn-based enemy caught in a hot pulse is converted to real-time. |
| Blue | Always-on forcefield arc (no pulses). Damages player and wingman. RT enemies that pass through are permanently accelerated — each transit adds a speed boost. |
| Purple | Square-wave arc. No damage. Absorbs player shots — your shots and wingman shots are swallowed by the beam. |
The Wingman (summoned by boost) is a second ship with its own AP pool and action queue. Use Tab to switch between your ship and the Wingman. Play the Wingman boost again to recall and respawn it elsewhere.
Drones (from the Drone boost) are stationary allies that auto-fire upward each turn. Both Wingman and Drones are destroyed if an Advance event pushes an enemy or a brick into their cell — watch for advancing terrain columns and move them clear before the event fires.
Some enemies move continuously in real-time rather than on turns. Any turn-based enemy can be converted to real-time permanently by passing through a Chrono beam or Chrono cloud. RT enemies ignore the advance grid snap but are accelerated by Advance events.
| Bouncer | Bounces off walls, terrain, and other enemies at speed. No weapon — pure spatial disruption. Physics-correct billiard reflections. |
| Spiker | Bounces like Bouncer but deals 1 damage to whatever it deflects off — you, enemies, and terrain alike. |
| Moonrock | Starts inert. Any hit sets it rolling with pool-ball inertia — bouncing off surfaces and dealing 1 damage per impact. Gradually slows to a stop; re-wake it with another hit. |
Player and enemy actions resolve in lockstep — step 0: your first action + all enemy actions[0], step 1: your second + enemy[1], etc. If you and an enemy both move to the same cell, both moves cancel.
Rarities: COMMON · UNCOMMON · RARE · LEGENDARY
| RUSH | +3 AP on your next turn |
| SHIELD+ | Permanently +1 max shield, fully restore. Auto-applies on pickup. |
| FLIP | Shots fire downward next turn |
| OVERCHARGE | Next SHOOT deals 4× damage |
| DIAG SHOT | Fire in both diagonals bracketing your fire direction — 4 dmg each beam |
| ROTATE-L | All shots fire left next turn (including Rail Gun row mode) |
| ROTATE-R | All shots fire right next turn (including Rail Gun row mode) |
| HAMMER | 1 dmg to first enemy in fire direction; one-shots any terrain block regardless of HP |
| TELEPORT | Warp to a random empty cell instantly |
| REPAIR | +1 HP |
| WARP | Next turn: movement wraps grid edges (exit left → appear right, exit top → appear bottom) |
| EMP BLAST | All enemies skip their next turn |
| TORPEDO | Homing shot — tracks the nearest enemy, proximity detonation, 2× damage |
| DRONE | Deploy a tracking ally (3 HP). Follows the player and auto-fires upward each turn. Destroyed by Advance. |
| WINGMAN | Summon an ally ship (Tab to switch). Standard shots blocked by terrain. Play again to recall & respawn. |
| SUPERBURN | All moves cost 0 AP this turn. Only collects the first boost picked up. |
| TURRET (RL) | Deploy a seeker turret on the cell ahead (20 HP). Fires homing green missiles at the nearest enemy every 10–18s. Destroyed by advance, bombs and enemy fire. |
| RAILGUN | Pierce entire column — hits every enemy in line |
| STARBURST | Rail Gun in all 8 directions simultaneously |
| SMART BOMB | 1 damage to all enemies; clears all boost pickups from the grid |
| WING SNIPER | Summon a sniper ally. Shots pierce terrain entirely. One shot per turn. Play again to recall. |
| SUPERSHOT | Insta-kill lance — destroys the first enemy hit outright. Deals 1 damage to bricks; stopped by terrain. |