A hundred sectors to cross on foot, shooting.
The rifle points where you push the stick: eight directions, and the diagonal comes out at half travel. In the air you aim down, and that is how a jump becomes an attack.
With an enemy right next to you, the fire button becomes a knife. The knife costs no ammo, and it handles whoever got too close.
The grenade arcs and bounces. It is for what hides behind cover and for what sits still up high.
TEN ZONES, EACH CHANGING ONE RULE
The Perimeter teaches. In the Yard the ground starts having holes, and springs to cross them. The Refinery buries mines. The Overpass brings the sniper, who marks you with a line before firing. The Rampart brings the shielded trooper, who does not die from the front, and at the end of it stands the Battery.
EIGHT ENEMY TYPES
Soldier, runner, turret, generator, mine, sniper, shielded trooper and drone. Each asks for a different answer: back off, push forward, wait for the arc to go out, crouch under, jump over, get out of the line.
FOUR WEAPONS
Pistol, machine gun, shotgun and rocket launcher, dropped by crates spread through the sector. Dying gives the pistol back.
BUILT FOR TWO THUMBS
Analog stick on the left, three buttons on the right. Adjustable button size, left-handed mode and optional auto-fire.
FIFTY MISSIONS FREE
The first campaign has fifty sectors, a boss and an ending. It is not a demo. The second campaign, fifty more, comes in a single pack: the drone, the night, the wind, low gravity and the final boss.
No ads. Nothing you buy makes you stronger: all hundred missions can be beaten without paying. Six languages.
Run and gun: a hundred sectors, eight-way aim, knife for what gets close.