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IN-GAME KEYS
SHIFT+D — toggle this panel
[ — next level
] — massacre level (kill all enemies)
- — previous level
T — restart current level
C — level designer
R — return to menu

LASER INVASION

Tactical Turn-Based Space Shooter

HOW IT WORKS

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.

TURN FLOW

REPOSITIONPLAN (enemies telegraph) → EXECUTE (simultaneous) → RESOLVE → repeat.
The first turn of each level is a free reposition — enemies don't plan or act.

PLANNING CONTROLS

Tap the gridQueue a move toward the cell you tapped
Double-tapUndo the last queued move
Tap your shipSwitch between your ship and the Wingman (if alive)
FIREQueue a shot (fires upward)
SHDQueue a shield action
PODEscape Pod — tap once to ARM, again to queue (2 AP). Warps to start, lose all boosts & shields.
Boost slotTap a slot above the action bar to queue that boost
GOExecute the queued plan
CLRClear the entire queue

SCREEN BUTTONS

[p]Pause — tap anywhere to resume
[x]Leave the level and return to the menu
[?]Quick control reminder, in game

PLANNING CONTROLS

Arrow keysQueue a move in that direction
SpaceQueue a shot (fires upward)
SQueue a shield action (+1 shield this step)
EEscape 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 / 5Queue a boost play from that hand slot
EnterExecute the queued plan
BackspaceUndo last queued action
EscapeClear entire queue
TabSwitch between player and Wingman (if alive)

IN-GAME SHORTCUTS

TNew run — or restart the level outside run mode
PPause
RReturn to main menu

SHIPS

FIGHTERBalanced all-rounder. 6 AP. Good starting choice.
TANKHigh HP and shield. 4 AP — shots cost only 1 AP.
SCOUTFragile but fast. 8 AP. Shots cost 3 AP — spend them wisely.
MINERClose-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.
CARGOStarts with boosts, holds 5. 5 AP — relies on combos.

AUDIO

Toggle mute with the [♪] button on the menu screen. Setting is remembered between sessions.

TELEGRAPHS

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.

ENEMY MOVEMENT & BREACH

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.

ADVANCE

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.

WORMHOLES

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.

TERRAIN & OBSTACLES

BricksDestroyable 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.
Crumble3 HP brick that visually degrades — shows cracks and partial coverage as it takes damage. Same mechanics as a standard brick.
Explosive1 HP. Detonates on destruction — deals 1 damage to all 8 neighbours and chains into adjacent explosives. Enemies caught in the blast take damage.
Mega Explosive3 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 Beacon4 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 Cloud1 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 Cloud3 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.
Erode6 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 Cloud3 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.
ForcefieldsPlaced by FENCER enemies. Block player shots only — enemy fire passes straight through. Destroy the FENCER to remove its forcefield.
MinesDrift slowly down the grid. Explode on contact with your ship. Not affected by Advance.
BombsPlaced by WARDEN/MARSHAL. Drift lazily toward your column. Colliding destroys your shield first, then deals damage.

PYLON BEAMS

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.

RedStreaming pulse beam. Damages player, wingman and enemies. Time your moves through the gaps between pulses.
OrangeStreaming pulse beam. Damages player and wingman only — enemies pass through safely.
ChronoStreaming pulse beam. Does not damage — instead, any turn-based enemy caught in a hot pulse is converted to real-time.
BlueAlways-on forcefield arc (no pulses). Damages player and wingman. RT enemies that pass through are permanently accelerated — each transit adds a speed boost.
PurpleSquare-wave arc. No damage. Absorbs player shots — your shots and wingman shots are swallowed by the beam.

WINGMAN & DRONES

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.

REAL-TIME ENEMIES

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.

BouncerBounces off walls, terrain, and other enemies at speed. No weapon — pure spatial disruption. Physics-correct billiard reflections.
SpikerBounces like Bouncer but deals 1 damage to whatever it deflects off — you, enemies, and terrain alike.
MoonrockStarts 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.

SIMULTANEOUS EXECUTION

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.

BOOSTS

Rarities: COMMON · UNCOMMON · RARE · LEGENDARY

RUSH+3 AP on your next turn
SHIELD+Permanently +1 max shield, fully restore. Auto-applies on pickup.
FLIPShots fire downward next turn
OVERCHARGENext SHOOT deals 4× damage
DIAG SHOTFire in both diagonals bracketing your fire direction — 4 dmg each beam
ROTATE-LAll shots fire left next turn (including Rail Gun row mode)
ROTATE-RAll shots fire right next turn (including Rail Gun row mode)
HAMMER1 dmg to first enemy in fire direction; one-shots any terrain block regardless of HP
TELEPORTWarp to a random empty cell instantly
REPAIR+1 HP
WARPNext turn: movement wraps grid edges (exit left → appear right, exit top → appear bottom)
EMP BLASTAll enemies skip their next turn
TORPEDOHoming shot — tracks the nearest enemy, proximity detonation, 2× damage
DRONEDeploy a tracking ally (3 HP). Follows the player and auto-fires upward each turn. Destroyed by Advance.
WINGMANSummon an ally ship (Tab to switch). Standard shots blocked by terrain. Play again to recall & respawn.
SUPERBURNAll 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.
RAILGUNPierce entire column — hits every enemy in line
STARBURSTRail Gun in all 8 directions simultaneously
SMART BOMB1 damage to all enemies; clears all boost pickups from the grid
WING SNIPERSummon a sniper ally. Shots pierce terrain entirely. One shot per turn. Play again to recall.
SUPERSHOTInsta-kill lance — destroys the first enemy hit outright. Deals 1 damage to bricks; stopped by terrain.

PRACTICE — SELECT LEVEL

HEAD START

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START AT LEVEL 1 · FREE

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SECTOR 1
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RUNS ARE SAVED AT THE START OF EACH SECTOR

DAILY SECTOR

SECTORS 17–21 · SCOUT
REPAIR · EMP · TORPEDO
🔥 6 DAY STREAK
ONE ATTEMPT — NO RETRIES

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5 CHARACTERS · TAP TO SELECT
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