RESCUE — guards are pinned under golden beacons. Stand close to secure them before the drones chew through their health. Lose them all and it's over.
DEFENSE — drones ignore you and attack the CORE RACK in the hall's center. It repairs +60 between waves. Don't grenade it.
BLACKOUT — grid down, headlamp on, 1.5x score. Rack LEDs and solar strips still glow on backup power — use them to navigate.
PAYLOAD — escort the patch unit from the dock to the annex. It only moves while you're near. Winnable, with a time bonus.
CORE RUSH — 90 seconds. Each core is +6s and 300 × your combo. Kills keep the combo alive.
TUTORIAL — seven guided steps in an empty facility: movement, aiming, shooting, switching, reloading, ordnance, and one small fight. No score, no pressure, one dummy drone that has made peace with its role.
FRENZY — no waves, no pauses. Enemies stream in forever and the FRENZY meter drains constantly; only kills refill it. Hit zero and you starve. Every 30 seconds the intensity rises, the stream thickens \u2014 and the frenzy force-feeds you a random perk. All ordnance unlocked from the start. Score scales with intensity.
VERSUS — cross-device score battle. One phone hosts and shares a 4-digit code; up to a room's worth of friends join. Everyone fights their own swarm for 3 minutes; rivals appear as translucent ghosts with a live leaderboard. Dying respawns you at -500. Highest score wins. (Uses shared storage — updates arrive every couple of seconds, so ghosts drift rather than sprint.)
DISCO — the rogue process found the lighting controller. Purge waves under a mirror ball, color-cycling floods, a four-on-the-floor beat, and confetti kills. Gameplay is standard purge; dignity is optional.
ENEMIES
STAFF SUITE — break room, office, and restroom off the hall's northwest corner. Tight doorways make decent chokepoints; nothing bigger than a mini fits through gracefully. The vending machine still works. Probably.
THE ROOF — exterior stairs on the hall's south face (follow the amber stripes and the lit ROOF ACCESS sign; also the ▲ on your radar). The whole deck is playable: HVAC units are hard cover, skylights glow over the main aisle, and the parapet has drop gaps at the southeast and northwest corners for a fast exit. Flyers will chase you up. Walkers can't. Enforcer bolts still can.
SEEKER red — melee chaser. SENTRY amber — strafes and shoots. BOMBER orange — charges, beeps, detonates; shoot it early and it takes its friends with it. STALKER purple — cloaked until close, off-radar at range. SPLITTER green — shatters into three fragments. COURIER — rolling delivery bot that deploys fragments; kill it for a guaranteed item, but beware its low-health kamikaze charge. ENFORCER — walking rifleman, wave 5+. BRAWLER — heavy melee walker, wave 6+; its slams hurt guards and the core too. WARDEN — boss, every 4th wave.
WEAPONS
PULSE CARBINE — precision; 2x crits on Sentries/Stalkers past 15m. ARC SCATTER — close-range burst. VOLT SMG (cache, wave 2) — hose; falls off past 15m. RAIL LANCE (wave 3) — pierces everything in line, +2 vs Wardens. STORMCASTER (wave 5) — chains to 3 nearby. ION FORK (wave 7) — heavy hit that splits on impact. White-ring caches = MK II upgrades. ORDNANCE — four throwables share the GRN button; tap the ordnance panel (or V) to switch. All use two taps: pin, then throw within 10s; the fuse cooks while armed. FRAG — the classic; hurts you too; 8s. EMP CHARGE (wave 3) — stuns everything within 13m for 3s; 12s. THERMITE (wave 5) — burning patch for 6 seconds; igniting units and careless engineers; 11s. VORTEX (wave 8) — drags everything toward the point for 1.7s, then pops; feed it to your Scatter; 14s.
ITEMS
GREEN repair +25 · YELLOW overcharge, 2x damage 15s · BLUE RING phase shield, absorbs 50 · WHITE EMP, stuns everything near you · ORANGE incendiary rounds, shots burn 20s · CYAN CORES +250 score.
SCORING
Kills within 3s chain a combo: 3 kills x2, 6 x3, 10 x4, 15 x5. Any damage resets it. Weather rolls fresh every run.
SETTINGS
SOUND & MUSIC
AIM ASSIST
TAP TO FIRE
AUTO-FIRE ON TARGET
SCREEN SHAKE
DAMAGE NUMBERS
WEATHER EFFECTS
SENSITIVITY 1.0
CONTROLS
TOUCH — left side: move (push far = sprint) · right side: drag to aim, tap to fire · FIRE / RLD / GRN buttons · tap the ammo panel to switch weapons.
DESKTOP — click to lock · WASD move · SHIFT sprint · hold mouse to fire · R reload · 1–6 / Q weapons · G ordnance (arm, then throw) · V switch ordnance type.
CODEX
SWIPE OR USE ARROWS
SECURING GUARD
HYPERSKILLER
FACILITY 7 // CAMPUS LOCKDOWN
A rogue process has the facility. Ten hostile classes, six weapons, one engineer.