Build a machine from parts, then Simulate to test it. The fun is the arms race: design β test β
watch it fail β improve.
β Build Mode
-
Left-click empty cell β place the selected palette part Β· drag to place many
-
Left-click a placed part β select it (opens the Inspector: bind keys, tune
params)
-
Ctrl/Shift+click β multi-select Β· drag empty space β box-select
- Selected parts glow orange. A top toolbar gives β Move and β Delete.
-
Move mode (M or the Move button): drag the selection, or use the X/Y arrows
(click an arrow = nudge 1 cell). No placing while moving.
-
Delete β remove selection Β· Esc β deselect Β· R β rotate the
ghost
-
Mouse-wheel zoom Β· Right/Middle-drag or WASD β pan. β marks the
center of mass.
β‘ Simulation Mode
- W thrust (un-bound thrusters) Β· A/D steer with a gyro
- F β fire launchers Β· Your bound keys β activate those parts
-
Space pause Β· R reset Β· I β spawn an incoming hostile missile
-
Left-click set a target point Β· Right-drag pan Β· Wheel zoom
β’ Physics Islands
-
Disconnected groups of parts simulate as separate machines β a thruster only moves the
island it's attached to.
-
When damage cuts a machine in two, it splits into independent chunks that drift and fight
on their own.
β£ Build your own munitions
-
Missiles & drones are built from parts, not a single block. A good missile =
Rocket Motor (rear) + Seeker + Gyro + Guidance Computer + a
Warhead at the nose, with Stabilizer Fins for a clean flight.
-
Design it on the grid, then Munitions β Save build as munition to add it to your library
(try loading the built-in Striker/Cruise to tweak).
-
A Launch Rail ejects your saved munition β pick which one in its Inspector. Fires a fresh
copy each press (infinite). Aim the rail where the munition should start.
-
No seeker/guidance? It flies straight (a dumb rocket). Add a seeker + computer + gyro and it
homes on its own.
β€ Keybinds (per part)
-
Click any activatable part (thruster, launcher, warhead, point-defense, interceptor, decoy).
-
Hit Keybind β Press a key. Letters & numbers work; R/Space/Esc
are reserved.
-
Bind two thrusters to Q and E to steer; bind both to W to fire
together.
- Keys are saved inside the blueprint.
β₯ Parameters
-
The Inspector exposes sliders/menus: thruster power & activation (hold/toggle/always), launcher
cooldown/speed/payload/salvo, warhead detonation mode, seeker range/cone, etc.
- All values are clamped to safe limits and saved in the blueprint.
β¦ Materials & Fire
-
Wood is light & weak and burns; Aluminum is light & fire-resistant;
Steel/Heavy Armor are tough & fireproof (but heavy).
- The Incendiary Warhead/missile ignites flammable parts for damage-over-time.
β§ Blueprints
-
Save / Export copies JSON; Import pastes it back. Try the Examples on the
left.