The enemies show exactly what they will do next turn. You have three machines to make sure it does not happen.
A dashed line runs from each enemy to the tile it will hit. No dice, no hit chance, no fog: the difficulty comes from the problem, not from luck.
HOW IT PLAYS
You protect four buildings for five turns. The enemy's shot stores the DIRECTION, not the target — so pushing the shooter sideways makes its shot land on nothing. There is no push button: your shot is what pushes, and where your machine fires from decides where the enemy goes.
You can also put a machine in the way (the shot stops at the first thing it meets), kill the shooter early, or push it into the rift that opens in the ground.
NOTHING HAPPENS BEFORE YOU CONFIRM
Moving and undoing is free and unlimited. The screen shows the full consequence of your plan before the button: who moves where, who takes how much, and which red lines stop connecting.
And when the turn happens, it is REPLAYED step by step — every shot flies, every push slides, and a line of text says what just happened.
TWO-MINUTE TRAINING
Four lessons of one turn each, one verb apiece. You learn by doing, not by reading.
No ads. The whole game works offline — the network is only used for the store. Six languages.
TWO PAID SQUADS, BOTH OPTIONAL
Magnet pulls instead of pushing; Echo swaps places with the target. Neither is stronger than the free squad: they are other ways to solve the same board, and that was measured, not promised.
The enemy shows its next move. Push it, stop it. No luck, no ads, no dice.