Command field manual
Field Guide
Learn the control surface, read each threat, and prepare specialist defenses before the pressure arrives.
Mission
Prevent enemy units from reaching the command core. Build towers beside the route, improve them through three tiers, select targeting priorities, and decide when to start additional waves.
Desktop controls
| Input | Action |
|---|---|
| 1 / 2 / 3 / 4 | Select Basic, Rapid, Sniper, or Laser and enter placement. |
| T | Toggle placement mode. |
| Left click | Place a tower or select one already deployed. |
| U / Shift-click | Upgrade the selected tower. |
| X / Right click | Sell the selected tower contextually. |
| F | Cycle targeting mode. |
| Space | Start an available wave. |
| P | Pause or resume. |
| Escape | Cancel, deselect, or resume contextually. |
Touch controls
Choose a tower card, drag over the playfield to aim the placement ghost above your finger, and tap Place to confirm. Selecting a deployed tower reveals Target, Upgrade, and guarded two-step Sell controls. Landscape orientation provides the intended phone and tablet layout.
Tower systems
| Tower | Available | Role |
|---|---|---|
| Basic | Wave 1 | Flexible, economical general defense. |
| Rapid | Wave 10 | High fire rate with bonuses against Runners and Sprinters. |
| Sniper | Wave 20 | Long range and heavy damage, specialized against Brutes. |
| Laser | Wave 30 | Armor penetration, line pierce, and target-lock ramping. |
Threat progression
- Runners: the baseline threat from the deployment gate.
- Sprinters: fast targets beginning at Wave 15.
- Brutes: durable heavy units beginning at Wave 25.
- Armored: plated siege units beginning at Wave 35.
Command principles
- Do not spend every credit immediately; specialist unlocks matter.
- Upgrade towers whose role matches the upcoming threat.
- Use targeting priorities instead of relying only on First.
- Concurrent waves increase income opportunity and battlefield risk.
- Preserve core integrity early so late-wave mistakes remain survivable.