⟳ PLEASE ROTATE YOUR DEVICE TO LANDSCAPE

◈ VR MODE READY
Put on your Meta Quest headset,
then tap the button below.

New version available!
v— ◈ TACTICAL NEURONICS © 2026 John A. Reder Jr, all rights reserved.
◈ LAUNCH BATTLE
◈ ENEMIES
2
◈ AGGRESSION
10
◈ SOUND
100%
◈ VOICE
100%
◈ MUSIC
70%
v— © 2026 John A. Reder Jr, all rights reserved.
▶ MULTIPLAYER

ONLINE COMBAT

◈ CALL SIGN
◈ ROOM CODE
© 2026 John A. Reder Jr, all rights reserved.
◈ BATTLE LOBBY

ROOM ----

◈ ARENA
◈ FLAG DROPS
◈ ARENA TRAINING
© 2026 John A. Reder Jr, all rights reserved.
◈ HEXAPOD ARENA!

PLAYER'S GUIDE

Recruitment poster
◈ GAMEPLAY
Gameplay overview

Single Player — Battle AI-controlled hexapods. Destroy all enemies to win. If your robot is destroyed, the battle ends.

Multiplayer — Up to 4 pilots fight online. The host creates a room and shares the 4-character code. Joining pilots enter the code and ready up; the host launches when all are ready. No AI opponents.

◈ ROBOT ANATOMY
Hexapod anatomy diagram

Every hexapod — yours and the enemy's — shares the same layout: an armored body chassis topped with a designation/health indicator, a rocket launcher port for vertical assist jumps, a red annulus sensor eye, an integrated gun muzzle, and six legs providing mobility and stability.

◈ BATTLE SETUP
Battle setup
◈ ARENA Choose one of 6 maps — Training, Ruins, Mars, Urban, Mosaic, or Pit.
◈ ENEMIES Select 1–8 AI opponents (Single Player only). The difficulty scales with count.
◈ SOUND / VOICE / MUSIC Adjust each volume level independently before launching.
◈ VR MODE Toggle on to launch in Meta Quest immersive mode (appears when a headset is detected).
◈ AGGRESSION

Controls how aggressively AI enemies fire their weapons. A higher level shortens enemy missile cooldown and rocket-jump recovery time. Gun fire rate is fixed at all levels.

Level Missile Cooldown Rocket Recovery Gun Rate
18.0 s37 – 58 s0.4 s
27.4 s35 – 55 s
36.7 s33 – 52 s
46.0 s31 – 48 s
55.4 s29 – 45 s
64.7 s27 – 41 s
74.0 s24 – 38 s
83.3 s22 – 35 s
92.7 s20 – 31 s
102.0 s18 – 28 s

Rocket recovery is randomized within the range shown. Level 10 is the default. Lower aggression gives enemies longer cooldowns between missile volleys and fewer rocket jumps.

◈ HEAT MANAGEMENT
Heat management

Every weapon discharge generates heat. Reaching 85% triggers a SHUTDOWN — your robot freezes until it cools to ~55%. Cooling happens continuously, even while moving.

Press O (PC) · Right B (VR) · OVERRIDE (Mobile) to break out of shutdown before its 5 second warning expires running at high heat levels causes damage to your hexapod.

◈ GEAR (1–9) PC, Slider Mobile, Y+Right Stick Up/Down on Quest Higher gear = faster movement, more heat per shot, and slower cooling. Lower gear = cooler and more efficient. Change gear at any time during battle.
Gear Max Speed Gun Heat/Shot Missile Heat/Shot Cool Rate
18 u/s0.88%3.25%6.0 %/s
210 u/s1.09%4.06%4.8 %/s
312 u/s1.31%4.88%4.0 %/s
414 u/s1.53%5.69%3.4 %/s
5 ★16 u/s1.75%6.50%3.0 %/s
618 u/s1.97%7.31%2.7 %/s
720 u/s2.19%8.13%2.4 %/s
822 u/s2.41%8.94%2.2 %/s
924 u/s2.63%9.75%2.0 %/s

★ Gear 5 is the starting default. Heat per shot and cool rate scale linearly with speed — doubling speed doubles weapon heat and halves cooling efficiency.

◈ ROCKET JUMP Adds a 7% heat penalty on top of normal weapon heat.
◈ CL BAR (HUD) The Cooling Efficiency bar — a longer bar means faster cooling. Low gear = long bar.
◈ DAMAGE
Damage system

Your robot has 7 damageable parts: the body and 6 legs — Front (F), Front-Right (FR), Rear-Right (RR), Rear (R), Rear-Left (RL), and Front-Left (FL).

◈ BODY Losing all body HP destroys your robot and ends the battle (or eliminates you in Multiplayer).
◈ LEGS Legs can be damaged or destroyed. A destroyed leg (dashed spoke in the HUD) reduces mobility. You cannot walk once yoy're below 3 legs
◈ HUD PANEL Bottom-left on PC/VR, top-right on mobile. Shows Health Points (HP), Heat (HE), Speed Gear (SP), and Cooling Effeciency (CL) bars above the hexapod damage diagram.
◈ YOUR WEAPONS vs ENEMIES

Enemies have no armor and take full damage. Gun leg hits require aiming directly at a leg; missile always strikes the closest live leg automatically.

WeaponBodyLeg
Gun1 HP25 HP (aimed)
Missile10 HP50 HP (closest)
◈ ENEMY WEAPONS vs YOU

Because you are at a disadvantage due to enemy numbers, your armor absorbs 50% of all incoming weapon damage. Enemy guns aim at your body center — a shot that grazes a leg instead deals leg damage. A single gun shot hits body or leg, never both.

WeaponYour BodyYour Legs
Enemy Gun0.5 HP12.5 HP (grazed leg)
Enemy Missile5 HP12.5 HP (closest leg)
◈ SPLASH DAMAGE

Missiles that hit walls or terrain explode with a 20-unit spherical blast radius. Both body and leg damage use true 3D distance to the blast point. Formula: max(0, 20 − distance) HP. Airborne robots take reduced splash based on how far their body center is from the blast. Your own missed missiles can splash you. Enemies take full splash; your armor halves splash to you.

XZ DistanceSplash vs EnemySplash vs You
< 1 u20 HP10 HP
5 u15 HP7.5 HP
10 u10 HP5 HP
15 u5 HP2.5 HP
≥ 20 u0 HP0 HP
◈ REPAIR FLAGS
Repair flags

Repair flags fall from the sky at the start of every battle — one per enemy on the field. Walking over a flag instantly restores your body HP to 100%. Flags are visible on the radar as white crosshairs; a cyan crosshair means the flag is still falling and not yet collectible.

◈ PERIODIC DROPS Every 2 minutes a new wave drops — one flag per living enemy still in the battle.
◈ ENEMY REPAIR Enemy robots will also seek out and collect flags to restore their own body HP, so don't leave flags unclaimed.
◈ SCALE & DETECTION
Scale and detection

One unit is approximately 0.5 metres. All ranges, sizes, and distances in this guide can be multiplied by 0.5 to get a real-world metre equivalent.

◈ ARENA & ROBOT DIMENSIONS
ReferenceUnitsApprox. Real
Arena (playable)900 × 900 u450 × 450 m
Perimeter wall height33 u~16.5 m (5 stories)
Robot height~19 u~9.5 m
Robot leg span (footprint)19 × 22 u~9.5 × 11 m
Missile blast radius20 u~10 m
◈ ENEMY SCAN RANGES

Enemies cycle through three AI states. Range determines when each transition triggers. Enemies also lose interest if you stay beyond 450 u for long enough without being spotted.

State TransitionRangeApprox. RealDescription
PATROL → CHASE400 u~200 mEnemy spots you and begins pursuing
CHASE → COMBAT250 u~125 mClose enough — switches to active fighting
Gun fire range180 u~90 mMaximum range at which enemy opens fire
Flee distance150 u~75 mDistance a damaged enemy tries to maintain
COMBAT → PATROL450 u~225 mEnemy loses interest and returns to patrol
◈ PC CONTROLS
PC controls
W / SMove forward / backward
A / DSwivel left / right
MouseAim
Left clickFire gun
Right clickFire missile
SpaceRocket jump
1 – 9Set gear (speed)
XAlign body to terrain
OOverride heat shutdown
EscExit battle
◈ VR CONTROLS — META QUEST
Left thumbstick ↑↓Move forward / backward
Right thumbstick ←→Swivel left / right
Left triggerFire gun
Right triggerFire missile
A button (right)Rocket jump
B button (right, hold)Override heat shutdown
Right gripAlign body to terrain
Left gripToggle help panel
Hold Y (Clutch) + Right stick ↑↓Gear up / down
X button (left)Exit battle
◈ MOBILE CONTROLS
Left joystickMove (4-way cardinal)
Right joystickAim / look
GUNFire gun
MISSILEFire missile
ROCKETRocket jump
ALIGNAlign body to terrain
OVERRIDEExit heat shutdown early
Gear slider (top-left)Set speed gear 1–9
© 2026 John A. Reder Jr, all rights reserved.
5
◈ RADAR
W/S: move  |  A/D: swivel  |  MOUSE: aim  |  LMB: gun  |  RMB: missile  |  SPACE: rocket jump  |  X: align body  |  O: override shutdown  |  ESC: exit
◈ MATCH STATUS
PILOT STATUS DMG ACC
— — — —
— — — —
— — — —
— — — —
GHOST MODE — SPECTATING

VICTORY

◈ MATCH WINNER —
◈ ENEMIES DEFEATED —
◈ AGGRESSION LEVEL —
◈ TIME SURVIVED —
◈ HIT ACCURACY —
◈ DAMAGE INFLICTED —
◈ FLAGS IN BATTLE —
◈ FLAGS YOU CAPTURED —
◈ FLAGS ENEMY CAPTURED —
v— © 2026 John A. Reder Jr, all rights reserved.