INCOMING TRANSMISSIONScout activity detectedBuild your first defenses before opening the rift.
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LIVE TACTICAL FEEDSECTOR 01 / GRID A-01
SELECT A PLATFORM TO BUILD RIFT CORE
Select a tower for platform actions

Corner actions: + Repair · ↑ Upgrade · O Overcharge · L Longshot. Numbers show credit prices. Click a highlighted mode to return to Standard.

DEFENSE MAINTENANCE0 damaged defenses
CORE MAINTENANCE0 HP missing

1 credit per 10 missing core HP, rounded up. Credits only.

500 credits per strike · Damage grows 16% per wave · Hits all enemies in the target circle · Recharges during active waves

Waiting for targets.

Ready.

SOMEWHERE ON THE EDGE OF THE KNOWN

Choose your watch.

RIFTWATCH / FIELD MANUAL

A little preparation.
A lot of firepower.

01

Claim your ground

Select a glowing platform, then choose a tower from your arsenal. Its circle shows firing range. You can build during a wave, too.

02

Read the incoming wave

Scouts are fast and armored enemies resist light fire. An enemy that reaches the core deals damage equal to its remaining HP, rounded up; shields do not add to this damage. Every hit you land reduces the danger even if the enemy escapes. Mix your defenses and check the next wave before it starts.

03

Make every credit count

Enemy kills award 50% more credits, rounded to whole credits. Each Pulse cannon shot costs 1 credit, each Rail lance shot costs 2 credits, and each Nova mortar shot costs 5 credits. Each Arc relay chain burst costs 10 credits, charged once for the whole chain. These towers spend available credits first, then use 15 of their own HP for each missing credit. At zero credits, each Pulse shot costs 15 tower HP, each Rail shot 30 HP, each Mortar shot 75 HP, and each Arc chain burst 150 HP. A tower still fires its final shot if this destroys it, leaving its platform empty. Each Cryo array restores 5 credits per actual shot, credited once when it fires. Cryo shots have no credit or tower HP cost. Cryo firing is capped at 1.05 shots per second at every level and specialization; upgrades improve damage, range and slowing without accelerating credit income. Suggested upgrades, below the selected tower controls, show defenses you can improve now with their full credit cost. Choose a direct upgrade or a specialization there. Occupied platforms also have four corner controls: Repair at bottom left, Upgrade at bottom right, Overcharge at top left, and Longshot at top right. Each shows its credit price. Upgrade buys level 2, then level 3 Standard; branch controls require level 2. At level 3, choosing the active branch returns to Standard and choosing the other switches branches, for the displayed credit fee. Switching fees are not refunded when selling. Select a tower to inspect its stats or change targeting. Sell for 50% sits beside its health and repair controls and shows the exact credit refund. Selling returns half of the actual build and upgrade credits spent, rounded down; repairs are not refunded. The platform becomes empty so you can choose a new defense.

04

Keep your defenses alive

Tougher enemies fire powerful weapons at nearby towers. Select a damaged defense to inspect its health and Repair it before it reaches zero. Or use Repair all below the map to fully heal every damaged defense in one action; the button shows their count and total cost. Each tower repair costs 50% of the original build price, rounded up, and keeps all upgrades. Repair core to full, also below the map, restores all missing core health for 1 credit per 10 HP, rounded up. Core repairs spend credits only and cannot revive a lost core. A destroyed tower leaves an empty platform: choose a new defense to rebuild.

05

Hold the last light

Survive 20 waves to secure the sector. Your current difficulty appears beside the sector name. Choose New run or select the current sector to open mission setup, pick Explorer, Veteran or Vanguard, and Deploy to sector to start a new run at that difficulty. Try another map or Endless watch to see how far you can go.

Space Next waveP PauseF Speed1–5 Build towerEsc DeselectM SoundQ Orbital pulse

Orbital Pulse costs 500 credits per successful strike and hits every enemy inside its target circle. Its damage grows 16% per wave, matching enemy health growth during the campaign. Choose Strike largest group or Strike strongest for a one-click automatic target. Choose Aim strike or press Q to aim manually, then click the battlefield; arming is free. A strike that misses every enemy does not spend credits. For keyboard aiming, choose a build site, then Tab to Aim strike and activate it twice. The controls stay below the battlefield so every platform remains visible. The strike recharges during active waves.

Progress and records stay in this browser. Clearing browser data removes them. Sound is optional; no downloads or account are required.

TRANSMISSION ENDED

◇

The light goes on.

YOUR WATCH / ON THIS DEVICE

A record of resistance.