You crew the Ridge Battery — a fixed hypervelocity railgun cantilevered over the head of an eight-kilometre canyon called the Dust Sea. Below you sits the Rig. Machines climb the canyon toward it in twenty escalating waves. You are the only gun that reaches them.
The loop
Spot → laze → read the wind → lead → charge → FIRE → watch it fly → vent heat.
A slug takes between one and six seconds to arrive. In that time gravity drops it, crosswind pushes it sideways, and whatever you were aiming at has moved. The dust devils drifting down the canyon floor are the wind readout — there is no magic arrow, just the same vector the game applies to your shot.
Charge sets muzzle velocity. A full charge flattens the arc and shortens the flight, and it dumps far more heat into the rails. Redline the barrel and you are locked out for six seconds with a klaxon in your ear — that is how runs end, far more often than the Rig falling.
The flash of an impact reaches you instantly. The sound arrives late, at the speed of sound, so a hit at four kilometres cracks twelve seconds after you see it.
The roster
| Machine | Where | Counter |
|---|---|---|
| Crawler Swarm | canyon floor, fast, chews the Rig | low-charge ground burst for splash |
| Hauler | mid-canyon, armoured, shields the pack | max-charge penetrator into the core |
| Skiff | rim, strafes laterally at speed | the hardest lead — fire well ahead |
| Burrower | surfaces near the Rig | spot the plume, kill the mound before it breaches |
| Spire Mortar | far rock spires, shells YOUR battery | counter-battery before its third shell cracks your scope |
| Monolith | canyon centre, every fifth wave | hit a plate twice to strip it, then the core |
Controls
- Hold LMB / Space — charge the capacitor · release — fire
- Hold Shift / R — laser rangefinder
- RMB / V — scope · F — spotter cam · scroll / Q,E — magnification
- C — coolant purge · 1–3 — slug select · B — armory (between waves) · Esc — menu
- Mouse — traverse and elevate · WASD — fine trim
Built in Zero
Everything here is world content — Luau components, zui screens, WGSL post-process shaders — and everything is generated rather than imported:
- the canyon is a 384 × 576 heightfield baked from domain-warped ridged noise, with a three-tier gorge profile, terraced walls, discrete rock spires and a boundary massif that closes the basin
- the whole sound bank is synthesised from first principles — every cue is an oscillator, a filter and an envelope, encoded straight to the engine's audio payload
- the look is a six-pass post stack: height fog with sun inscattering and volumetric shafts, heat shimmer off the barrel, bloom, motion blur, scope depth-of-field with chromatic aberration and barrel distortion, then an ACES grade with anamorphic flare, vignette and film grain
- the firing solution the lead computer paints runs the same integrator the slug flies through, so the marker and the shot agree by construction
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