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โ
TAP
โถ
INTEGRITY
SCORE 0
SALVAGE 0
CORE RACK
WARDEN UNIT
ACHIEVEMENTNAMEDESC
SHIFT QUOTA
YOUPARTNER
PAUSEDTAP ANYWHERE TO RESUME
WAVE 1 HOSTILES 0 GUARDS 0/0TAP TO PAUSE
โRDYFRAGTAP TO SWITCH
โ12 / 12SERVICE CARBINETAP TO SWITCH
A FACILITY 7 INCIDENT
TAP TO SKIP
ABSORBED WEIGHTS
THE DESTROYED LEAVE SOMETHING BEHIND โ CHOOSE ONE
VERSUS
3-MINUTE SCORE BATTLE ยท EACH ENGINEER FIGHTS THEIR OWN SWARM
CALLSIGN
Callsigns and scores are shared with other players in your room via this app's shared storage.
ROOM 0000
Others join with this code
WAITING FOR HOSTโฆ
FIELD MANUAL
MODES
COMBAT
THREATS
GEAR
WORLD
OPTIONS
MODES
TUTORIAL โ eighteen guided steps in a quiet facility: thumbs first (left drives, right looks), then aiming, firing, swapping, reloading, ordnance, the lamp, supplies, the stairs and roof, and five escalating fights. No score, no pressure, and one dummy drone that has made peace with its role.
RESCUE โ 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 โ drones ignore you and attack the CORE RACK in the hall's center. It repairs +60 between waves. Don't grenade it.
BLACKOUT โ grid down, headlamp on, 1.5x score. Rack LEDs and solar strips still glow on backup power โ use them to navigate.
PAYLOAD โ escort the patch unit from the dock to the annex. It only moves while you're near. Winnable, with a time bonus.
CORE RUSH โ 90 seconds. Each core is +6s and 300 ร your combo. Kills keep the combo alive.
DISCO โ 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.
FRENZY โ 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 โ and the frenzy force-feeds you a random perk. All ordnance unlocked from the start; each intensity also airdrops the next weapon cache. Score scales with intensity.
VERSUS โ 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 โ updates arrive every couple of seconds, so ghosts drift rather than sprint.)
SYSTEMS
ABSORBED WEIGHTS โ every 3rd wave, the destroyed leave something behind: pick one of three perks. Some stack twice (speed, fire rate, damage, mags, reloads, plating); the rest are one-offs (thermite frags, static sheath, longer combos, better drops, faster ordnance, health per kill). Perks last the run. In Frenzy you don't choose โ the frenzy feeds you a random one at every intensity.
DIFFICULTY โ set on the title screen. EASY: enemies hit for 35% less and die faster, scores ร0.75. HARD: they hit 40% harder and take more killing, scores ร1.5. Versus always plays at NORMAL regardless.
OBJECTIVE MARKER โ the bobbing mint arrow points at whatever matters right now: the last stragglers of a wave, the nearest pinned guard, the hostile closest to your core, the payload when you stray from it (then the attacker nearest the bot), the closest loose core in Rush, and food when the Frenzy runs hungry. Off-screen it rides the edge; turn toward it and it settles over the target.
ENEMIES
SEEKER red โ melee chaser. SENTRY amber โ strafes and shoots. BOMBER orange โ charges, beeps, detonates; shoot it early and it takes its friends with it. STALKER purple โ cloaked until close, off-radar at range. SPLITTER green โ shatters into three fragments. COURIER โ rolling delivery bot that deploys fragments; kill it for a guaranteed item, but beware its low-health kamikaze charge. DISPATCH โ wave 6+, and it is leaving: a hauler running for the dock that ignores you entirely. Slower than your walk so you can always run it down, but it weaves when shot, calls two enforcers for cover, and sheds cargo you can collect. Let it out and it takes some of your score with it. ENFORCER โ walking rifleman, wave 5+. BRAWLER โ heavy melee walker, wave 6+; its slams hurt guards and the core too. WARDEN โ boss, every 4th wave except the 8th. MENDER โ wave 5+; a cowardly repair walker that welds wounded machines back to health from behind the pack. Priority target. THE ARCHIVIST โ boss, every 8th wave; hides behind orbiting pages that absorb shots and regenerate, and attacks with hostile words. Strip the pages faster than they return.
THE FACILITY
STAFF SUITE โ 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 SUB-LEVEL โ a sealed plant floor beneath the west end of the hall: switchgear, a UPS battery room, a cable vault, a transformer, and a sump pump quietly losing a fight with groundwater. Nothing patrols down there, but a Dispatch is always loading when a shift starts. Mice and roaches live in the dark, and the roaches freeze if your lamp finds them.
CARGO LIFT โ the way down, in the yard south-west of the loading dock. Stand on the deck and it takes you; stand on it again to come back up. Its gates only open when the deck is level and stopped, so the shaft is never left open.
THE ROOF โ exterior stairs on the hall's south face (follow the amber stripes and the lit ROOF ACCESS sign; also the โฒ on your radar). A railed catwalk carries you from the stair top onto the deck. 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.
WILDLIFE โ a black cat patrols the grounds. Designation: SUBROUTINE. Threat level: none. Morale value: critical. It hunts the mice, avoids the fighting, and cannot be harmed by anything in this facility, which is more than anyone else here can say. The mice respawn. Nobody knows from where.
WEAPONS
SERVICE CARBINE โ precision; 2x crits on Sentries/Stalkers past 15m. COMBAT SHOTGUN โ close-range burst. MACHINE PISTOL (cache, wave 2) โ hose; falls off past 15m. MARKSMAN RIFLE (wave 3) โ pierces everything in line, +2 vs Wardens. CHAIN RIFLE (wave 5) โ chains to 3 nearby. SPLIT-BEAM GUN (wave 7) โ heavy hit that splits on impact. HARPOON GUN (wave 9) โ harpoon that yanks the target toward you. REPEATER RIFLE (wave 11) โ every hit repeats at half damage 0.38s later. White-ring caches = MK II upgrades. ORDNANCE โ 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 โ the classic; hurts you too; 17s. EMP CHARGE (wave 3) โ stuns everything within 13m for 3s; 24s. THERMITE (wave 5) โ burning patch for 6 seconds; igniting units and careless engineers; 22s. VORTEX (wave 8) โ drags everything toward the point for 1.7s, then pops; feed it to your Scatter; 29s.
ITEMS
GREEN repair +25 ยท YELLOW overcharge, 2x damage 15s ยท BLUE RING phase shield, absorbs 50 ยท WHITE EMP, stuns everything near you ยท ORANGE incendiary rounds, shots burn 20s ยท CYAN CORES +250 score.
SCORING
Kills within 3s chain a combo (4.5s with the Capacitor perk): 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
THREAT ARROWS
RADAR
RACK DAMAGE
DAMAGE AND TOPPLE
HAPTICS
DAILY SEED โ with it on, the run is generated from today's date rather than chance: the same weather, the same waves, the same drops for everyone playing today, with your best score for the day kept. Set it on the home screen.
RECEIVER โ the small deck under the wave box tunes real radio stations while you play. Tap to find one, tap again for the next, hold to stop. It keeps playing across runs.
THE RECORD TERMINAL โ the panel under this button on the home screen holds the rest: control layout, self robots, achievements, your service record and the visual codex. Swipe it sideways for the ones off the edge.
SENSITIVITY 1.0
CONTROLS
TOUCH โ left side: move (push far = sprint) ยท right side: drag to aim, tap to fire ยท FIRE / RLD / GRN buttons ยท tap the ammo panel to switch weapons ยท tap the ordnance panel to switch throwables.
DESKTOP โ click to lock ยท WASD move ยท SHIFT sprint ยท hold mouse to fire ยท R reload ยท 1โ8 / Q weapons ยท F flashlight ยท G ordnance (arm, then throw) ยท V switch ordnance type.
SERVICE RECORD
facility/personnel
ACHIEVEMENTS
facility/commendations
โ
SELF ROBOTS
facility/imaging
YOU
HOSTILE PREVIEW
THE FACILITY WOULD LIKE A PHOTOGRAPH.
WEAR MY FACE
EVERY HOSTILE WILL WEAR IT. THE PHOTOGRAPH NEVER LEAVES THIS DEVICE.
CONTROL LAYOUT
HUDWAVEFIRERLDGRNLGTAMMOORD
DRAG A CONTROL TO PLACE IT
facility/controls
BUTTON SIZE 1.00
SPACING 1.00
OPACITY 1.00
LEFT-HANDED
HIDE LAMP BUTTON
HIDE ORDNANCE BUTTON
HIDDEN CONTROLS MOVE TO A LONG PRESS ON THEIR READOUT PANEL.
READOUT SIZE 1.00
facility/presets
facility/shape
facility/nudge
ACROSS 0
UP 0
SIZE 1.00
DRAG A CONTROL IN THE PREVIEW TO PLACE IT. THE REAL BUTTONS FOLLOW. THE FACILITY REMEMBERS THIS BETWEEN RUNS.
CODEX
SWIPE OR USE ARROWS
SECURING GUARD
HYPERSKILLER
FACILITY 7 // CAMPUS LOCKDOWN
A rogue process has the facility. Eleven hostile classes, eight weapons, one engineer.
FACILITY STATUS: COMPROMISED
TEN MODES โ DETAILS UNDER HELP
facility/local
> swipe for more recordsโ
facility/calibration
AIM SENSITIVITY 1.0
RACK DAMAGE
DAMAGE AND TOPPLE
HAPTICS
DAILY SEED
EVERY PLAYER GETS THE SAME FACILITY TODAY.
AIM ASSIST
TAP RIGHT SIDE TO FIRE
AUTO-FIRE ON TARGET
SOUND & MUSIC
DIFFICULTY
SYSTEM DOWN
ENGINEER CONNECTION LOST
REPLY TO DISPATCH
facility/campaign/night_shift
NIGHT SHIFT
A CAMPAIGN IN EIGHT CHAPTERS · DISPATCH IS WITH YOU