TIP

RESET PROGRESS?

New Game will wipe skill points, unlocks on all weapon profiles, active debuffs, and any saved run.
Owned weapons are KEPT.

// SYSTEM CONFIG
SETTINGS
HARD RESET wipes EVERYTHING to first launch: saved run & CONTINUE, tutorial, owned weapons, all skill trees & SP, records, best score, LOG, tips, achievements, settings (volume, CRT, AUTO). A confirmation dialog lists exactly what gets deleted before anything is erased — CANCEL keeps your progress. Cannot be undone.
// FIELD MANUAL
HOW TO PLAY
CORE / BIOS
The core BIOS auto-fires within 150px of a target. Keep the cursor near hostiles to engage. Right-click the core (or BIOS UPGRADE) to raise core damage. RECHARGE on the bottom bar: +30 energy for $30. Shots cost energy.
TURRET PADS
Click an empty glowing pad to place a turret ($50 base, discounts apply). Right-click a placed pad to upgrade it (tier 1–6). Tier only scales power. Weapon type comes from ARSENAL selection before the run.
BOTTOM BAR
BIOS UPGRADE — spend money for +core damage. RECHARGE — restore 30 energy for $30. SKILLS — open the skill tree and spend SP. SEND MORE — cash out your swarm surge: +50% spawns for 10s, then 25s cooldown.
SKILLS (SP)
SP = score/50 + boss kills×5, paid when the run ends. Five branches: OFFENSE · DEFENSE · ECONOMY · UTILITY · weapon-specific (BIOS BOLT / LASER / PLASMA / RAIL) OFFENSE slot 3 changes per weapon: Piercing / Beam Threading / Piercing / Slug Impact Each weapon has its OWN save: equip in ARSENAL to switch skill profiles. First skill in a branch is free to unlock; later ranks need the previous rank.
ARSENAL (MENU)
Weapons unlock automatically: LASER at LVL 15, then each next at LVL 30 with the previous one: BIOS BOLT (free) → LASER → PLASMA → RAIL Each weapon card shows its separate save (SP + skill rank). Equipping swaps the active profile. Equipped weapon sets BIOS fire mode and pad weapon. Weapons + skill saves are KEPT on RESET.
COMBO & BOSSES
Chain kills before the combo timer resets. Rewards: x1.5@5 · x2@10 · x2.5@20 · x3@50 Boss every 3 levels. Kill for cash + a corruption card; SP is paid when the run ends. Choices tier up as more bosses fall (cap tier 6).
FIRST-TIME TIPS
When an action becomes available the first time, a tip banner appears (click to dismiss). Reopen this manual anytime from SETTINGS → HOW TO PLAY.
// SYSTEM MECHANICS
GAME MECHANICS
CORE & BIOS CANNON
Core HP starts at 100 (floor 30 with debuffs). When HP hits 0 the run ends. The BIOS auto-fires at the nearest hostile within 150px of your cursor - aim near enemies to engage. Each shot drains energy: 3 for BOLT (x multishot), 3 for PLASMA, 2 for LASER/RAIL beams — all multiplied by 2.5 per Hot Payload. Energy regenerates 8/s (modified by skills/debuffs), capped at max energy (floor 20). Without energy the cannon cannot fire - RECHARGE or wait for the regen.
BIOS UPGRADE & RECHARGE
BIOS UPGRADE: +3 core damage per level. Cost grows super-linearly (50 + 60/level + quadratic + cubic terms, before discounts). Level shown in the HUD. RECHARGE: instantly +30 energy for $30. Right-clicking the core does the same thing. Both have optional AUTO keys on the bottom bar (see AUTO BUTTONS below).
TURRET PADS
Click an empty glowing pad to plant a turret ($50 base, discounts apply). Right-click a planted pad to upgrade: tier 1 to 6. Upgrade cost = base cost x current tier. Tier scales damage, range and rate together. Weapon type (BOLT/LASER/PLASMA/RAIL) comes from your ARSENAL selection and sets the pad weapon. Pads fire on their own - no aiming needed. Weapon stats scale with PRESTIGE (see below).
ENERGY & HEART
Energy (blue bar): BIOS ammunition, regenerates over time. HP / HEART (red bar): core integrity. Hostiles that reach the core damage it; the boss hits especially hard. HP does NOT regen by default - grab +HP drops or skill-based regen. Both bars have hard floors under debuffs: HP min 30, energy min 20.
SUPPLY DROPS
Kills roll a 25% base chance (+Lucky Drops skill) to drop supplies: cash (scales with the kill reward + Lucky Drops), +15 energy, or +10+level HP (only when hurt). Click a drop to collect it anywhere - even outside the magnet. The core magnet also pulls them in from 140px (Magnet skill widens it). Drops expire after 8 seconds. A hover glow marks drops about to be collected.
COMBO
Every kill starts/extends a 3.0s combo timer (skills can lengthen it). Combo multiplies kill rewards: x1.5 at 5, x2 at 10, x2.5 at 20, x3 at 50. When the timer runs out, combo resets to 0. Chain kills to keep the multiplier high.
LEVELS & WAVES
A level completes every 20 seconds of survival: +$6 +level cash, banner flash. Enemy count and arrival rate scale with your power level (BIOS + pad strength). Higher levels raise drop HP values, boss rewards, and unlock harsher corruption cards.
BOSSES & CORRUPTION CARDS
Boss at levels 3, 5, 7, 9, 11... (every level past 10, even only). Intro plays (click/Enter to skip). Boss has phases (66%/33% HP thresholds), enrages as it lowers HP, charges the core, and spawns adds. Kill it: cash + 3 supply drops + a CORRUPTION CARD. Card screen: pick 1 of 3 run-wide debuffs. Card tiers unlock with bosses killed and level (tier floor rises at level 6/10, cap tier 6). Never repeats an owned card.
SCORE & SP
Score comes from kill rewards (combo-multiplied) + boss kills. SP (skill points) = floor(score/50 x SP taper) + bosses x 5, paid at run end. SP taper: x1.0 through level 10, then -4.5%/level down to a 0.25 floor (level 20 = 0.55). SP is spent in the SKILL TREE for the currently equipped weapon.
SKILL TREE (SP)
Five branches: OFFENSE, DEFENSE, ECONOMY, UTILITY, weapon-specific. Rank 0 of each skill is free to unlock; later ranks cost SP and require the previous rank. Costs rise with depth: outer ranks cost far more than the first row. Each weapon keeps its OWN save - equip in ARSENAL to switch profiles mid-save.
ARSENAL & PRESTIGE
ARSENAL (menu): weapons unlock by reaching LVL 15 (LASER), then LVL 30 with the previous one. Chain: BIOS BOLT (free) → LASER → PLASMA → RAIL. Equipping swaps BIOS fire mode AND pad weapon for the next run; each weapon has its own SP save. PRESTIGE: every 10 bosses killed gives +10% permanent pad damage and range (stacks). Weapons and skill saves are KEPT on RESET; run progress is not.
AUTO BUTTONS (BOTTOM BAR)
AUTO RECHARGE: while ON, buys RECHARGE automatically when energy is at/below 50% and you can afford $30 (0.5s check cadence). AUTO SEND MORE: while ON, triggers SEND MORE the moment it is off cooldown, not active, and affordable. AUTO BIOS UPGRADE: while ON, buys a BIOS UPGRADE whenever you can afford the next level. Toggle each with its key; the key glows amber while ON. Settings persist in local storage.
SEND MORE (SWARM SURGE)
Costs $60. Spawns +50% enemies for 10s, then a 25s cooldown. More enemies = more cash, score and drops - a deliberate risk/reward push. The button greys out during the surge or cooldown.
DEBUFFS (RUN MODIFIERS)
Corruption cards and skill-based modifiers stack for the whole run. PAUSE shows the active list. Values here show the base numbers - debuffs change them live (e.g. energy cap, drop rate, turret rate). Difficulty also scales with DEATH DIFFICULTY (+60% per boss beaten, soft-capped by HP/TTK formulas on bosses).
CONTROLS (MOUSE FIRST)
Left-click: place turret / press buttons. Right-click: upgrade pad / BIOS core. ESC: pause (menu, settings, save). All screens are mouse-driven; hotkeys are optional extras (S skills, B upgrade, R recharge, 1 place, 2 upgrade).
// SYSTEM HALTED
PAUSED
ARSENAL
FIELD LOG
0 / 40
// UNLOCKED RECORDS — LOCKED HIDDEN
LEADERBOARD
—
// GLOBAL RANKING — TOP OPERATORS
LOADING…
// ERROR: CORE COMPROMISED
SYSTEM FAILURE
// DEFENSE LAYER BREACHED
SCORE0
BEST0
LEVEL1
SP EARNED+0
TOTAL SP0
KILLED BY—
TOP COMBO0
SP + WEAPONS + SKILL SAVES ARE KEPT
WARNING
BOSS INCOMING
PHASE 1 | LEVEL 1
Hostile signature inbound. Core must hold.
SKILL TREE
[ SP 0 ]
SYSTEM CORRUPTION
Boss down. Select one corruption to carry.
ACTIVE DEBUFFS 0
LEVEL 1
HP100 / 100
NRJ100 / 100
$ 40
SCORE 0
HOSTILES 0
SP 0
NEXT LEVEL IN 20s BOSS
BIOS CANNON LV 1
DMG: 10 RATE: 0.22s
UPGRADE $50
RECHARGE $30
SKILLS
R-CLICK CORE · UPGRADE PADS
CLICK DROPS TO COLLECT
ROTATE TO PORTRAIT
// PCB DEFENSE IS PORTRAIT-ONLY
LONG-PRESS PAD = UPGRADE