DEV OPTIONS

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RT OPTIONS
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2.8
700
DAILY
wipes today's attempt, streak, history & posted flag
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), refilled every turn. A move costs 1 AP, a shield 1 AP, a boost play 1 AP. A shot costs 2 AP — 1 on the Tank, 3 on the Scout and Racer.

Destroy every enemy in the sector to clear it. Enemies drop boosts when killed — fly onto them to collect.

GAME MODES

LAUNCHA run: sector after sector on one hull. Clear a sector and pick a reward — hull, shields or a boost. Every 5th sector is a supply depot that sells upgrades and extra lives for credits. Credits come from clearing sectors and from SALVAGE pickups.
PRACTICEPick a sector and play it on its own. Two extra lives, no rewards.
DAILYThe same short tour of sectors for everyone today. One attempt — scores go on the daily board.

Lose your last life and the ship is destroyed. An extra life brings you back at full base hull, but every upgrade is lost.

TURN FLOW

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

PLANNING CONTROLS

Tap the gridQueue one move toward the cell you tapped
Double-tapUndo the last queued action
SELECTAppears at the start of the boost row while a Wingman is deployed. Shows which ship a tap will switch to: SELECT WINGMAN or SELECT SHIP. Tapping a ship on the grid does the same.
FIREQueue a shot (fires upward unless a boost turns it)
SHIELDQueue a shield — recharges it to full
ESCAPE PODTap once to ARM, again to queue (2 AP). Once per sector. See below.
Boost slotTap a slot above the action bar to queue that boost
EXECUTERun the queued plan
CLEARClear the entire queue

SCREEN BUTTONS

[p]Pause — tap anywhere to resume
[x]Leave the sector and return to the menu (a run can be continued later)
[?]Quick control reminder, in game

PLANNING CONTROLS

Arrow keysQueue a move in that direction (or click the on-screen arrows)
SpaceQueue a shot (fires upward unless a boost turns it)
SQueue a shield — recharges it to full
EEscape Pod — press once to ARM (INFO screen shows POD ARMED), again to queue (2 AP). Auto-disarms after 2s. Once per sector. See below.
1 / 2 / 3 / 4 / 5Queue a boost from that hand slot
EnterExecute the queued plan (an empty queue passes the turn)
BackspaceUndo last queued action
EscapeClear entire queue (and disarm the pod)
TabSwitch between your ship and the Wingman (if deployed) — or click the SELECT button at the start of the boost row

IN-GAME SHORTCUTS

TNew run — or restart the sector in Practice. Disabled in the Daily.
PPause
RReturn to main menu (a run can be continued later)

ESCAPE POD

Ejects you back to the starting cell. The price: every boost in your hand is lost and your max shield is halved. One use per sector.

SHIPS

FIGHTER65 HP · 6 AP · shield 2. Balanced all-rounder. Good starting choice.
TANK80 HP · 4 AP · shield 3. Shots cost only 1 AP.
SCOUT40 HP · 8 AP · shield 1. Fragile but fast — shots cost 3 AP, so spend them wisely.
MINER50 HP · 7 AP · no shield. Close-range digger: 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. Holds 4 boosts but starts with none; a full hold weighs it down — 1 AP less per turn until you play something. The SHIELD action does nothing until a SHIELD+ boost gives it one.
RACER30 HP · 8 AP · no shield. Shots cost 3 AP. Turns to face every move and fires the way it faces — you aim by flying. Retreat and your gun points away from the enemy; turning back costs a move. Facing carries over between turns and resets to up each sector. One boost slot, and it never draws FLIP or ROTATE. Like the Miner, the SHIELD action does nothing until a SHIELD+ boost gives it one.
CARGO70 HP · 5 AP · shield 2. Holds 5 boosts instead of 3 and starts with a full hand — relies on combos.

Every ship except the Miner starts a run with a full hand of boosts.

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, beacons and drones. Ghosts hide their moves but still show their shots. Moving terrain shows faint blue-white arrows.

Enemies don't only fire at the column you're in. Any shooter may fire straight down its own lane — it can't hit where you are now, but it can hit where you're about to move. Check every red lane on your path.

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 with doubled HP (capped at 100), looking bigger and angrier each time. Large enemies come back as a single toughened Grunt. An enemy that breaches more than 10 times turns volatile: it flashes red like a Kamikaze, stops following its pattern, hunts you down, and detonates when it reaches you.

ADVANCE

Some sectors 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, Superdrone or Drones if they occupy the cell being advanced into. Advancing terrain (bricks) crushes them too — keep allies clear of any brick columns that are about to advance. Enemies with the NOADVANCE flight pattern are immune and stay put. Mines, forcefields, bombs and wormholes are not moved by Advance.

WORMHOLES

Coloured portal pairs (red / green / blue / purple) connect two cells on the grid. Entering one teleports you instantly to its partner. Your plan preview shows the jump.

If the exit cell is occupied the teleport is blocked — you stay put. Enemies and your Wingman can also use wormholes. Wormholes are indestructible.

TERRAIN & OBSTACLES

Terrain HP counts hits, not damage — any shot takes off one point, whatever its strength.

BricksDestroyable cover. Block both player and enemy shots. Plain bricks take 3 hits, thin shapes 1, hex 4, castle 5, titan 20. Shoot them to clear a lane or reveal hidden boost pickups.
WedgeCrystal mirror. A shot striking its bright diagonal face is turned 45° — yours and the enemy's alike. Only hits on the two flat base edges damage it (3 hits).
Crumble3-hit brick that visibly cracks as it takes damage.
Explosive2 hits. Detonates on destruction — 8–14 damage to all 8 neighbours and chains into adjacent explosives. Enemies caught in the blast take damage.
Mega Explosive3 hits. 5×5 blast on death, 15–25 damage per cell. Chains into nearby explosives.
Repair Beacon4 hits. While intact, every enemy next to it gets a 10 HP barrier each turn that soaks a standard shot. Destroy these first.
Gas Cloud1 hit. Releases a 3×3 toxic cloud for ~15 seconds. Anything inside — you, allies, enemies — takes 8–12 damage every 2.5 seconds.
Chrono Cloud3 hits. Releases a 3×3 time-distortion cloud. Any turn-based enemy that enters it is converted to real-time permanently.
Erode6 hits. Loses one every turn on its own and collapses after six. Shooting it clears the lane sooner.
Void Cloud1 hit. Releases a 3×3 darkness cloud for several turns. Enemies inside are invisible and show no telegraphs.
ForcefieldsPlaced by FENCER enemies. Block your shots only — enemy fire passes straight through. Destroy the FENCER to remove them.
MinesDropped by MINELAYERs on every cell they leave. 10 damage if you fly into one. They fade after a few turns.
BombsDropped by WARDEN/MARSHAL (their bombs drift toward you as they fall) and the UFO. Contact deals 15–20 damage (shield first) and destroys any boost pickup in the way.

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 take 5 hits — destroy one and both fall. Pylons advance with the grid.

RedStreaming pulse beam, 8–12 per hit. Damages you, allies and enemies. Time your moves through the gaps between pulses.
OrangeStreaming pulse beam. Damages you and allies only — enemies pass through safely.
ChronoStreaming pulse beam. Does not damage — any turn-based enemy caught in a pulse is converted to real-time.
BlueAlways-on arc (no pulses). Damages you and allies. Real-time enemies that pass through are permanently accelerated.
PurpleSquare-wave arc. No damage. Absorbs your shots and your allies'.

ALLIES

Wingman and Wing Sniper are a second ship you steer: own AP, own queue, always firing straight up. Use Tab or the SELECT button in the boost row to switch. Deploying another replaces the one you have.

The Superdrone flies itself: it holds station off your shoulder, fires up its own column and dodges incoming fire. Its plan is telegraphed in purple alongside the enemies'. It has its own slot, so you can field it and a Wingman together.

Drones follow you around and fire straight up once a turn. Drones and the beacons you deploy block enemy shots — use them as cover.

Allies are destroyed if an Advance pushes an enemy or a brick into their cell.

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 a Chrono beam or Chrono cloud.

BouncerBounces off walls, terrain and other enemies. No weapon — pure spatial disruption.
SpikerBounces like Bouncer but deals 10 damage to whatever it deflects off — you, enemies and terrain alike.
MoonrockStarts inert. Any hit sets it rolling with pool-ball inertia, dealing 10 damage per impact. Gradually slows to a stop; another hit wakes it.
TurretStatic gun. Fires seeking missiles (9 damage) every 6–14 seconds.

SIMULTANEOUS EXECUTION

Your actions and the enemies' resolve in lockstep — step 1: your first action + every enemy's first, step 2: your second + their second, and so on. If you and an enemy both move to the same cell, both moves cancel.

BOOSTS

Rarities: COMMON · UNCOMMON · RARE · LEGENDARY. A standard shot deals 10. Boosts fire in your current fire direction — up, unless FLIP or ROTATE has turned it.

RUSH+3 AP on your next turn
SHIELD+Permanently +1 max shield and refills it. Applies the moment you pick it up.
FLIPYour shots fire downward next turn
ROTATE-LYour shots fire left next turn (Railgun pierces the row instead)
ROTATE-RYour shots fire right next turn (Railgun pierces the row instead)
OVERCHARGEEvery shot this turn deals 4× damage (40 each)
DIAG SHOTTwo diagonal beams flanking your fire direction, 80 damage each. Ignores terrain.
HAMMER10 damage to the first enemy in line — or destroys the first terrain block outright, whatever its HP. Instantly kills a Bouncer, Spiker or Moonrock.
TELEPORTWarp to a random empty cell
REPAIR+15 HP
WARPNext turn: moves wrap round the grid edges (exit left → appear right, exit top → appear bottom)
EMP BLASTTurn-based enemies skip their next actions; real-time enemies freeze for 7 seconds
TORPEDOMissile that drifts toward the nearest enemy and detonates on proximity — 20 damage. Ignores terrain.
DRONEDeploy a drone (30 HP) next to you. It follows you and fires straight up once a turn.
WINGMANDeploy an ally ship (10 HP) you steer with Tab. Its shots stop at terrain.
SUPERBURNAll moves cost 0 AP this turn. Only the first boost you fly over is collected.
RAILGUNPierces the whole column (or row) in your fire direction — 40 damage to every enemy and a hit on every brick in line
STARBURSTPiercing beams in all 8 directions, 25 damage each
SMART BOMB10 damage to every enemy, wipes all enemy shots and missiles in flight, and clears every boost pickup from the grid
SUPERSHOTInsta-kill lance — destroys the first enemy hit outright. Stopped by terrain (one hit to the brick).
ICBMTags the first enemy in line (or the nearest), then a slow missile hunts it down. Blast: 80 at the centre, 40 to the ring around it, 20 to the ring beyond.
WING SNIPERDeploy a sniper ally (10 HP) you steer with Tab. Its shots pierce terrain.
SUPERDRONEDeploy an autonomous ally (30 HP) below you. Flies and fires by itself and never blocks your lane.

RUN MODE ONLY

These never drop in Practice. The deployables are only offered as sector rewards in a run. Deployables land on the cell ahead of you in your fire direction.

TURRETDeploy a turret (20 HP) that fires seeking missiles at the nearest enemy every 6–14 seconds
REPAIR BEACONDeploy a beacon (70 HP). Heals you +5 HP each turn you end next to it.
DISRUPT BEACONDeploy a beacon (70 HP). Deals 10 damage each turn to every enemy next to it.
SALVAGEScrap pickup dropped in runs — 30–60 credits, collected instantly

PRACTICE — SELECT LEVEL

HEAD START

BANKED 0 CR
START AT LEVEL 1 · FREE

RUN IN PROGRESS

SECTOR 1
ABANDONING BANKS YOUR CREDITS

LEAVE GAME?

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

ENTER YOUR NAME

5 CHARACTERS · TAP TO SELECT
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STATS