Bots gather scrap from veins and use it to build, repair and equip the colony. If construction is waiting, check the scrap count in the top bar. The Industry directive gives mining more attention when you need resources.
Bots process ore into fuel and use it to keep working. When fuel runs out, bots enter LOW POWER and slow down. Give mining priority with the Industry directive, let the miners work, and build a Fuel Depot when you need more storage. Adding bots faster than you can fuel them makes shortages worse.
Tap a bot to open its card at the bottom of the screen. It shows what the bot is doing now and its actions, such as Follow and Enter Chamber; Enter Chamber opens its full profile. Bots learn, form friendships and rivalries, and make their own choices. Their personalities are part of how the colony grows; you do not need to command every step.
Open Menu and tap its first button (it shows the current directive, such as ◈ Balanced ▾) to choose: Balanced, Industry, Research, Community or Defense. A directive shifts what the bots prioritize; Balanced is a steady default, while Industry helps when scrap or fuel is scarce. With a keyboard, keys 1 to 5 pick them. Speed has its own button beside Menu.
Tap the Fabricator and choose a bot to build: a Scout (50 scrap), a Hover (120) or a Brunt (250). The top of its card shows a live view inside the Fabricator, which works while a bot is being built; when the bot is done, the shutter rolls up and it rolls out. Each new bot adds a worker and a personality, but also adds to the colony's fuel needs.
Every build costs 20 fuel as well as its scrap, so a colony with plenty of scrap can still be unable to build. When fuel is short, the Fabricator's card says so: set some bots to Mining, or switch the directive to Industry, until fuel passes 20.
Bots save their own scrap for gadgets and get them fitted at the Mod Chamber. A few gadgets are available from the start; the rest are worked out by bots experimenting at the Lab. Tap the Lab to see what has been researched, what comes next and how close it is. The Lab also works out new legs for Hover bots.
- Overclocked Drill: mines ore and salvages scrap 25% faster.
- Definitely-Legal Booster: walks 50% faster around the colony, and 15% faster in the Arena.
- Solar Sail: uses energy more slowly, so the bot needs fewer naps.
- Scrap Magnet: brings back 50% more salvage per trip.
- Welding Arm: builds blueprints 50% faster.
- Sensor Visor: spots raiders from further away and finds better things on expeditions.
- Overclock Chip: works 25% faster, but sometimes overheats and stops to cool down.
- Resonance Dampener: beams at the Infernal Machine and sends it away sooner. Only bots with a mind of 3 or more can wear it.
- Portable Battery: uses half the energy on long trips, like far salvage and defending.
- The Rubber Duck, Disco Floodlight, Party Hat, Propeller Cap, Colony Flag and Boombox are just for looks.
Once the Lab stands, its experiments work out three leg sets for Hover bots, on the same list as the gadgets: the Tread Base after 3 experiments, the Ball Tire after 6 and Spider Legs after 8. Only Hover bots can take them. The head is the bot: its name, mind and memories stay the same whatever legs it walks on.
- Tap a Hover bot and tap ⚙ Refit on its card. The button appears once the Lab has worked out a leg set.
- Pick a leg set and confirm. The colony pays in scrap: 64 for the Tread Base, 84 for the Ball Tire, 114 for Spider Legs.
- The bot walks to the Fabricator and is out of work for about a minute while the Fabricator counts down. Then it walks off on its new legs.
- Tread Base: carries 25% more scrap on each salvage trip, but walks 15% slower and turns wide.
- Ball Tire: walks 15% faster and rolls off in any direction at once, but carries 15% less scrap on each salvage trip, and Wasteland trips take about 10% longer.
- Spider Legs: Wasteland trips are 15% shorter and it walks along the lake's edge without stopping, but it burns 15% more fuel and needs more room around it.
Changed your mind? Choose Its own legs in the same list: going back is free. The Fabricator does one refit at a time and none while it is building a bot or damaged. A bot that is out in the Wasteland or malfunctioning has to wait. In the Arena, legs are only for looks.
The Arsenal, the training yard under the glass-rimmed dome, is there from the start. Bots train there with their own scrap. The first drill makes a bot a defender, and each drill after that gives it its next weapon, for fighting off raiders and in the Arena. Every bot starts with one: Scout Repeater, Hover Laser, Brunt Mortar. Only Brunts mount the Missile Pod.
Tap the Arsenal to see how many bots are armed and the weapons in order. Prioritize Training Here switches the directive to Defense. In the full game, once the Lab has found the shield, a bot with every weapon it can carry and Intelligence 3 or more can be fitted with one there for 24 scrap.
The Mainframe grows with your bots' minds. When the colony's sharpest mind reaches 2.7, two smaller processing towers and two server cabinets rise out of the ground beside it. At 3.5, two more towers complete the ring. Its job stays the same: tap it for the build list (the sharpest mind is shown at the top), the Puzzle Archive and its device slot.
The Forge is a long, low hall. It opens on the Mainframe's build list once the Lab stands and the sharpest mind reaches 3.0, for 1,000 scrap and 60 turns. It does not arm bots; weapons come from the Arsenal. Its device slot takes a device that speeds up building or helps in the Arena. When the sharpest mind reaches 3.5, its wing grows out toward the colony.
The game does not need a connection for the colony or its bots' minds. Your colony saves itself every 8 turns and whenever you leave the app; a small green check next to the turn number means it has just been saved. When the app is closed, the colony can keep working for up to four hours. Tap Activity Log at the bottom left on your return to see what happened while you were away.