Post-apocalypse β’ Salvage β’ 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 π© and components βοΈ 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.
A D / β β move β’ Space / W jump, tap again mid-air to double-jump β’ Hold S / β 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 Γ2 = 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 π: 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 π§ͺ menu up top tunes your gun (fire rate, damage, knockback, stun), enemy hull/damage/speed, fabricators, and how many of each type spawn.
Town Workshop
Unlocks are blueprints β yours forever. Installing one on this bot costs resources, and you pay again on every new bot. Kit light to protect your bank, or kit heavy and make the run count.
Banked salvage also rebuilds the town itself. Repairs are permanent.
Debug β’ Tuning
Player Power, damage, speed, turret fire, spawner pacing and the hazard dials apply live. Hull, enemy count, spawn mix, spawner placement and sections-per-site apply to the next site you enter β sites are generated when you walk in, so change the mix, then walk through a door. Wreck dials apply immediately, including to wrecks already out there. No jump / gravity / move physics sliders, on purpose: the site generator guarantees reachability using the current physics. Play with them, then export and hand the values back to make them the defaults.
You β the operator β are fine. Your banked resources, unlocks, and the town are untouched. The wreck is out there waiting.
In town this shows the streets, the three site entrances (β = stripped), the workshop, and you. Inside a site, sections appear as you explore them β the world is a place, laid out in space, not a height to climb. Amber outline = where you are. π and the exit β show once you've found their section, and your wrecks β» show once theirs is explored.
β Corridor β Tower Shaft β Great Hall β You
β Doorway between explored sections (the pale dot on a link is the same framed opening you see in the world) β― EXIT door β Shortcut live / β shortcut dormant β the cyan/grey pad code, same as in the world. In town: β― site entrance (green β once stripped), β― workshop.
Keyed kill
Mods are in-run only: lost on death and at run end, but they carry across every map door in this zone. Keys 1 2 3 also pick.
Inventory