NEON FOUNDRYSHAPE · SUPPLY · SURVIVE / DAFTLAB SANDBOX
SECTOR 07 METAL FIELDS / SHARED RESOURCE GRID
Metal patch Conduit Hostile Click select · Right-click move / attack · Space pause

New blueprint

Drag to draw · Right-drag to erase · Gold dot = essential tile
Map underlay shows occupied space and metal patches.

Planning pauses time. Confirming locks the function; damage never changes it.

Build the shape. Connect the system.

01 / Draw architecture

Choose Blueprint, then click an empty map tile. Draw a connected shape or load a recipe. Confirm to assign its function. A builder travels over and constructs each tile over time.

02 / Stream resources

Metal and energy are local, not a global wallet. Green conduits connect orthogonally, as do touching buildings. Linked buffers share supplies instantly. The header totals are informational: disconnected bases cannot spend each other’s stock.

03 / Establish outposts

Builders carry 100 metal and 180 energy. They use cargo and connected supplies, automatically returning to a supplied building to refill when needed. Start a generator and an extractor at a distant metal patch, then connect or develop it independently.

04 / Reshape deliberately

Select a building → Edit blueprint. Add wings, remove tiles, or convert to another recipe. The building goes offline until rebuilt. Removed surviving material returns 40% of its invested metal to its buffer. Blueprint origin is the top-left map tile; grey cells are obstacles.

05 / Cut, damage, repair

Use Damage to strike individual squares. Losing non-core tiles reduces efficiency; losing the gold-marked core disables operation. Identity stays fixed. Use Repair to restore the original plan. Cut wire removes a conduit instantly.

06 / Test your defences

Build a cross-shaped barracks to train pulse infantry or siege drones. Select a unit, then right-click to move or attack a tile. Units automatically fire on enemies in range. Spawn raiders when you want a combat test.

Desktop prototype · Space pauses · 1–5 tools · Escape cancels · No save, fog or win condition. Units pass through structures; grids have no bandwidth limits; intact tiles within a building share one internal buffer. No power or supplies? Repair the original grid, or move a loaded builder to a new construction site.