Missiles are incoming. Your turrets won't fire until you tell them how.
You write a script that controls everything. What to target, when to fire, when to reload, when to go dark. Hit run and watch. Did the turrets hold? Did that ICBM slip past because your targeting logic got distracted by a drone? Back to the editor.
If you've ever automated something just to see if you could, you already get it.
Weapons
Autocannons burn through magazines fast. Flak guns detonate in an area and don't need a direct hit. Railguns punch through armor in one shot. C-RAMs shred anything close but commit you to a firing direction; you can't track fast movers while the barrel's spinning.
Projectiles aren't instant. You aim where the target will be, not where it is now.
Sensors
Radar finds threats. It also attracts anti-radiation missiles that home in on your emitters. Tracking radar gives exact HP in a narrow beam. The EW jammer slows incoming threats in a directional cone. Sometimes the smartest move is turning everything off and letting a missile fly past with nothing to lock onto.
Terrain
Hills block line-of-sight and stop projectiles. A radar on a hilltop sees over ridges. A turret in a valley has blind spots. Drones hug the ground and are hard to spot from below. Where you build changes what your code can do.
You don't have to write code from scratch
The game ships with a working script. Change one line and see what happens. Or tell an AI to write it for you. Works fine until it doesn't, and then you're watching the replay trying to figure out what went wrong. Good luck explaining "the turrets ignored the bomber" to ChatGPT with enough detail to get a useful fix. You'll end up reading the code yourself.
That's sort of the point.
Languages
JavaScript and TypeScript in the built-in editor. Rust and Go with full SDK support. Anything that compiles to WebAssembly works.
Deterministic
Every scenario runs on a fixed seed, so the same script always produces the same result. If your score changed, your code changed.
Research
Four upgrade trees: Firepower, Sensors, Economy, Defense.
Scenarios and sandbox
Hand-crafted scenarios with locked layouts and escalating waves. Sandbox for experimenting at your own pace.