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.
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.
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 |
|---|---|---|---|
| 1 | 8.0 s | 37 – 58 s | 0.4 s |
| 2 | 7.4 s | 35 – 55 s | |
| 3 | 6.7 s | 33 – 52 s | |
| 4 | 6.0 s | 31 – 48 s | |
| 5 | 5.4 s | 29 – 45 s | |
| 6 | 4.7 s | 27 – 41 s | |
| 7 | 4.0 s | 24 – 38 s | |
| 8 | 3.3 s | 22 – 35 s | |
| 9 | 2.7 s | 20 – 31 s | |
| 10 | 2.0 s | 18 – 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.
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 | Max Speed | Gun Heat/Shot | Missile Heat/Shot | Cool Rate |
|---|---|---|---|---|
| 1 | 8 u/s | 0.88% | 3.25% | 6.0 %/s |
| 2 | 10 u/s | 1.09% | 4.06% | 4.8 %/s |
| 3 | 12 u/s | 1.31% | 4.88% | 4.0 %/s |
| 4 | 14 u/s | 1.53% | 5.69% | 3.4 %/s |
| 5 ★ | 16 u/s | 1.75% | 6.50% | 3.0 %/s |
| 6 | 18 u/s | 1.97% | 7.31% | 2.7 %/s |
| 7 | 20 u/s | 2.19% | 8.13% | 2.4 %/s |
| 8 | 22 u/s | 2.41% | 8.94% | 2.2 %/s |
| 9 | 24 u/s | 2.63% | 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.
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).
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.
| Weapon | Body | Leg |
|---|---|---|
| Gun | 1 HP | 25 HP (aimed) |
| Missile | 10 HP | 50 HP (closest) |
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.
| Weapon | Your Body | Your Legs |
|---|---|---|
| Enemy Gun | 0.5 HP | 12.5 HP (grazed leg) |
| Enemy Missile | 5 HP | 12.5 HP (closest leg) |
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 Distance | Splash vs Enemy | Splash vs You |
|---|---|---|
| < 1 u | 20 HP | 10 HP |
| 5 u | 15 HP | 7.5 HP |
| 10 u | 10 HP | 5 HP |
| 15 u | 5 HP | 2.5 HP |
| ≥ 20 u | 0 HP | 0 HP |
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.
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.
| Reference | Units | Approx. Real |
|---|---|---|
| Arena (playable) | 900 × 900 u | 450 × 450 m |
| Perimeter wall height | 33 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 radius | 20 u | ~10 m |
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 Transition | Range | Approx. Real | Description |
|---|---|---|---|
| PATROL → CHASE | 400 u | ~200 m | Enemy spots you and begins pursuing |
| CHASE → COMBAT | 250 u | ~125 m | Close enough — switches to active fighting |
| Gun fire range | 180 u | ~90 m | Maximum range at which enemy opens fire |
| Flee distance | 150 u | ~75 m | Distance a damaged enemy tries to maintain |
| COMBAT → PATROL | 450 u | ~225 m | Enemy loses interest and returns to patrol |