➜
WIND
0
ROUND 1
←/β†’ angle Β· ↑/↓ power Β· Shift = fine Β· 1–9, 0 or Q/E = pick weapon Β· Space = go Β· drag on the map to aim Β· Tab = overview Β· F = fast-forward
The war is up here. The employees are down in the bunker.
Fixed data centers trade air strikes. Every hit deletes data β€” and the less data you have, the wobblier your aim.

WHO'S AT THE TABLE? Β· humans: type your name in the pink box and pick a color

Centers 3
CPU skill
Wind
Map seed

ARSENAL Β· tap a card to switch a weapon off Β· everything is on by default

One action per turn: fire a weapon (pick angle and power) or build / disrupt. Centers never move.
Hits delete data (the blue-flagged racks have a backup). Less data = a wobblier aim (your range never shrinks). Hit the core or lose your data and you can't launch. The stronger weapons need healthy data; the comeback tool (Mole) only works once you're hurt.
Wind has 21 settings (10 left, calm, 10 right) and at full strength it out-pulls gravity: it shoves the Packet hardest, the Mole a bit, and never touches Cluster or Bouncer. Each data center sits on a concrete bunker that can't be destroyed (it cracks when the center falls), and a blast landing close to a center still sends a shockwave that deletes a little data. Domes: only when under 75% data, twice a game, and they block shockwaves.
Corrupted racks slowly repair; wiped ones come back only from a backup or a supply crate. Crates parachute straight onto data centers (a dome doesn't stop them) and restore data β€” but some are bombs: a dome swallows the blast but is wiped out by it.
PAUSED
WINNER!