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REWARDS PAUSEDGameplay remains available, but reward grants are paused.
PILOT FIELD MANUAL

How to play Core Defence

Build an energy-node defence, adapt it to each anomaly wave, and stop anything from reaching the core.

New missions pausedGame overview
1–4pilots
5 / 10 / 20mission waves
60 sto choose a card
10:00total host pause
MISSION FLOW

From the first platform to the final wave

01

Choose a mission

Play solo or form a squad of up to four pilots. Easy runs for 5 waves, Medium for 10, and Hard for 20; Endless is available on Hard.

02

Build on platforms

Select a node and place it only on an illuminated build platform. Your build energy and the node cost are shown before placement.

03

Set priorities

Select one of your nodes and target the Closest, Strongest, or Last anomaly. Arc Arrays also let you choose how later chain bounces are selected.

04

Choose a card

After a wave, you have 60 seconds to choose. A missing choice resolves automatically; in co-op, the next wave waits for every active pilot.

05

Protect the core

Anomalies emerge from the portal and follow the road. Keep core integrity above zero by combining range, area effects, slowing, and the right damage roles.

06

Bank progress

In Endless, every five completed waves the squad votes to continue into the next segment or extract safely with its banked score.

ENERGY NODES

Five roles, one defence line

Every node has a different cost, power, cadence, range, and mechanic. A mixed defence matters more than spamming one type.

Pulse Node

Focused single-target fire. Repeated hits build pressure on the same target.

Arc Array

Fast resonance chains jump through clustered anomalies; permanent upgrades can extend the bounce count.

Prism Spire

The longest base range and a precision beam that partially bypasses shields.

Nova Emitter

A slow, heavy area detonation that damages and slows groups.

Support Beacon

Disruption waves slow anomalies and accelerate nearby nodes.

UPGRADE CARDS

Build your run deck as you play

Your first five waves

After each of the first five completed waves, the card family you select fills one of this mission's five run-deck slots. Range and Luck also consume a slot. If you use Skip or Ban, that wave does not fill one, so building the deck takes longer.

Then level the deck

Once the deck is full, later personal offers contain only those five families. Basic, Normal, Rare, Legendary, and Ultra cards roll different values.

Range and Luck

Global Range affects all your nodes and stacks. Luck increases the chance for a personal card to be promoted by one rarity tier. Node-specific families only enter your offers after that node is unlocked or placed.

CO-OP & SAFETY

Cooperate without losing control

Shared decisions

Every pilot chooses a personal card, while selected waves add a squad vote for one shared upgrade. The server resolves tied votes.

Host pause

The host has a total ten-minute pause budget for the mission. After resuming, every active pilot must ready up again.

Safe reconnect

If your connection drops, use the option to return to the active room. Rewards require active participation; inactive pilots can lose eligibility.