Playtest

Public downloads and release details have not been announced yet.

Content reviewed

Current test questions

01

Could you explain your first purchase?

Did the guide and hints make automatic combat, Scrap, Hull repair and Interest understandable? Which card effect or label still needed an explanation?

02

Did a target priority answer a real threat?

What made you choose BALANCED, INTERCEPT, HUNT or FOCUS? Could you see the difference, and did the six-second combat command cooldown matter?

03

When was saving no longer worth it?

Did protecting your Reserve delay a purchase, then force you to spend on power or repair? Was the lost bonus clear, and could your defensive plan survive?

04

Did the Contract change your build?

Which World Contract did you choose, and did its threat and +2 Scrap reward change your purchases? After Wave 10 or 20, how did it interact with the Swarm/Siege front over the following four waves?

05

Did the next Spire feel like a different challenge?

Could you name the new rule, understand the extra HP/damage pressure and find the cumulative rules again? With Mutators, was it clear that the run would not unlock the next Spire level?

06

Could you read the fight and want another build?

Were boss interruption windows, Shield versus Hull damage and projectile contacts readable with fewer combat overlays? Which weapon mutation, Artifact or Resonance link would you pursue next?

Include your build version, device, wave and starter when known. For advanced runs, include the Spire level, active Mutators, World Contracts and selected fronts. Feedback is collected on GitHub. Avoid posting account credentials or personal information.