01 / Draw architectureChoose 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 resourcesMetal 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 outpostsBuilders 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 deliberatelySelect 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, repairUse 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 defencesBuild 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.