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πŸ”© 0 βš™οΈ 0 πŸŽ’ β€” πŸ€– Bot #1 πŸ“ Town πŸ‘Ύ 0
Section 1 β€’ Entrance
πŸ”‹ Find the component
MAP β€” TAP / M FOR FULL

Post-apocalypse β€’ Salvage β€’ Bots

Salvage Bots

You never leave town. You're the operator β€” the thing that goes out is a bot you build at the workshop from scrap πŸ”© and components βš™οΈ banked in town. Send it into a ruined factory, office building, or bunker, haul back what it finds, and turn the haul into better bots β€” and into repairs for the town itself.

The exit door in every site is always open β€” walk up and press E (or tap EXTRACT) whenever you want out. Nothing is banked until you extract. The site's Power Cell is the prize, not a key: a component worth real components, hidden in a dead-end branch. Grab it for the haul and an in-run overcharge β€” or leave it and just get out alive.

πŸ€– Bots are wagers
Unlocks are blueprints you keep forever. Installing one on a bot costs resources, every build, every time. Best gear makes a run easier β€” and a death much more expensive. Going out cheap protects your bank.
♻️ Death leaves a wreck
A dead bot stays where it fell β€” on the ground under where it died, or by the pit it fell into β€” holding a portion of its installed parts and its haul. Roll out in a new bot and recover it. Wrecks accumulate, and every new death decays all older wrecks, so the pile caps itself.
🏭 Sites remember you
A site keeps the same layout while its component or a wreck is still out there β€” you learn the route back to your wreck. Once a site is stripped clean, it closes and a fresh random site takes its place.
🎯 Auto-fire, real map
Your blaster aims and fires by itself, in town and in sites β€” at where the enemy was when the shot fired, so fast enemies genuinely dodge it. It prefers enemies it has a clear shot at β€” if the nearest enemy is behind a wall but another is in the open, it shoots the open one (aiming at whatever part of it is exposed). Only when nothing in range has a clear shot does it fall back to the nearest enemy anyway and fire at it through the wall β€” a wall may not always stay between you and a shot. Default move-and-fire is Accuracy: firing while moving scatters shots inside the amber cone drawn from your gun β€” slow down or stand still to shoot straight (mode & cone angle live in the πŸ§ͺ menu). Double jump is standard kit. The map (top-right, or M) shows the site as a place β€” and marks your wrecks β™» once their section is explored. Sections start fogged: you can make out floors and platforms through the dark, but not what's waiting β€” a section's defenders only power up, with a brief orange materialise, when you first step in, so nothing can be sniped from a room you haven't entered.
⛏ Zones are chains of maps
A zone is 3 maps. Each map has a battle room βš”οΈ (doors seal until you clear the fabricator waves), a branch with a fabricator, and a crowned miniboss πŸ‘Ή β€” its door is inert while it lives and opens on its death: onward to the next map, or, on the last map, zone complete. Each map also has an extraction exit by its entry: bank the haul and end the run, or push deeper. Miniboss kills and branch fabricator kills pay a 1-of-3 mod choice (+projectile, chain, piercing, homing, bounce β€” stacking, in-run only, carrying across map doors; reroll from the haul). Kills also pay XP toward automatic small boosts (spawner-born bots pay none). All kill loot is physical: it lands on the ground where things died and joins the haul only when you pick it up. Check what you're carrying any time with the πŸŽ’ button or I. Your jumps are a single budget of 2 per airborne stint: jumping off the ground spends one (leaving the classic double jump), but walking off a ledge, dropping through one, or getting knocked off spends none β€” both jumps are still yours in the air β€” and landing refills the budget. In Accuracy mode, jumping and falling widen your spread cone, and a multi-projectile volley fans wider with it, over a standing base spread that never collapses. Your shots fly until they hit something β€” a wall, their last pierced enemy, or the edge of the map.

A D / ← β†’ move  β€’  Space / W jump, tap again mid-air to double-jump  β€’  Hold S / ↓ on a thin teal ledge to drop through it  β€’  E extract at an exit door / open the workshop in town  β€’  On touch: drag on the left half β€” the joystick appears under your thumb β€” pull it down to drop through a thin ledge, and tap JUMP on the right. In town there's no jumping β€” that same button (or Space) is a hop: a short hop clean over rocks, trees and slimes.

Touch: drag on the left half β€” the joystick appears under your thumb β€” pull it down to drop through thin teal ledges, tap JUMP on the right (HOP in town β€” over rocks, trees & slimes), and tap EXTRACT at an exit door. Keyboard: A D move, Space jump Γ—2 = double jump, hold S to drop through, E to extract / use the workshop.

Enemies flash and get knocked back when hit. Turrets shoot back β€” use room walls as cover. Watch for fabricators 🏭: machines still building bots β€” their bots drop nothing, but destroying the machine pays its unspent stock (kill it fast, it pays more; even spent, the husk is worth scrap). Finding it too easy (or too hard)? The πŸ§ͺ menu up top tunes your gun (fire rate, damage, knockback, stun), enemy hull/damage/speed, fabricators, and how many of each type spawn.