Manual

How to play

Your team fights on its own. Your job is the decisions between fights: who stands where, what they evolve into, and what they are wearing when the horde arrives.

The window

The game runs in a small desktop window instead of taking over your screen. Two ways to run it:

In Settings → Game you can turn on always-on-top so the window stays above your other apps, change the window scale, cap the frame rate, hide damage numbers, hide monsters, and disable skill effects (which also removes screen shake and hit-stop). There is a Save button next to the autosave, so you can force a save whenever you like.

The game needs an internet connection: progress is validated on our servers, and guilds and shared bosses live there.

Combat

Fights resolve themselves — there is nothing to click during a battle and no timed input anywhere in the game. What decides the outcome:

The starting seven

Seven classes, each with its own role and its own pair of evolution branches:

HeroClassRoleBranches
Baldric the KnightKnightTankWall · Bruiser
Bram IronforgeForgerTankSurvivor · Undead
Rose the ArcherArcherCarryTurret · Switch
Apprentice MiloMageDamageFire · Ice
Lumen the ClericClericSupportHealer · Shield
Mira NightshadeNecromancerSummonerMinions · Reaper
VexSymbioteBufferDevourer · Parasite

Evolution and ascension

At level 20 a hero picks one of its two branches, and that choice reshapes how it plays — a turret archer and a switch archer are not the same unit. From there each branch ascends through five tiers (20 · 40 · 60 · 80 · 100), gaining a new form and new skills at each one. Seven classes × two branches × five tiers is 70 evolved forms on top of the seven starting ones.

The Solar System campaign

One thousand stages, from Earth to the Sun — ten worlds of a hundred stages each. Every world layers an element and a rule on top of the fight, and ends in a capstone gauntlet against a World Boss.

#WorldElementWhat changes
1EarthNatureGrasslands — where the horde first breaks against your wall.
2MoonVoidLow gravity — everything drifts; timing beats brute force.
3MercuryFireScorched rock — molten ground burns anything that stalls.
4VenusPoisonAcid storms — damage-over-time rules the battlefield.
5MarsEarthRust deserts — armored waves grind your front line down.
6The BeltImpactShattered field — debris falls; no safe ground, only motion.
7JupiterLightningStorm bands — chain lightning arcs between clustered foes.
8SaturnIceRing ice — frozen enemies shatter for bonus splash damage.
9NeptuneIceDeep cold — the last frontier before the light. Everything slows.
10The SunSolarSolar flares — no cover, no line. A pure race against the burn.

Gear

Loot drops as you fight. What to look at:

Growth systems

Dungeons

Timed horde survival runs, separate from the campaign, with their own reward tables. These are where the gold and the key materials for the systems above come from.

Guilds

Join or create a guild, contribute to a shared pool, unlock guild skills that benefit every member, spend guild coins in the guild shop, and fight guild bosses and global bosses alongside other players.

Currencies

Gold is the working currency and it grows without bound — expect numbers with names on them. Gems are the premium currency. Guild coins only spend in the guild shop. Keys come in several kinds and gate specific systems.

This is a marathon, not a weekend. Reaching the cap is measured in weeks of real play — that is the design, not a grind wall we forgot to remove.
Last updated: 29 July 2026 · EffigyStudio · Corrections: Discord