Player guide · v14

Clear Skies

When the map turns yellow, you run the air defence of a Ukrainian city. Place the systems, keep them supplied, and hold until the all clear.

Cities
11
Shifts
70
Systems
12
Threats
14
Play Clear Skies

Basics

The job

Each shift, drones and missiles fly at your city's sites: power plants, substations, the water works, the rail hub, hospitals and homes. Your systems engage on their own. Your job is where they stand, what they fire at, and what you buy between shifts.

The City bar shows the share of the city’s sites still standing, weighted by how much each site matters. Keep it above 40% through every wave and the shift ends with the all clear. Drop below and the shift ends at once: defences overwhelmed. A city that starts a shift already damaged gets 15 points of room below where it started.

During a shift, kills and working sites earn supply points for abilities and refits. Between shifts, the budget pays for systems, ammunition, repairs and upgrades.

Reading the map

The map is the Air Alert map you know. Colours keep one meaning each.

  • Yellow communityA threat is near this community. It lights from what your sensors see, not from where threats really are.
  • Red glowA threat on the national picture that none of your sensors track. Position approximate, kind unknown.
  • White silhouetteA tracked threat. Tap it for altitude, speed, target, time to impact, and which of your systems can reach it, the most effective first. A system that would down fewer than one in five of its kind is left off that list.
  • Faint silhouette in a dashed ringA contact: only a single acoustic post hears it, or only a crew sees it out of its weapon's reach: too far, too high or too fast. Units hit it 40% less often than a track.
  • CyanYour units. Weapon reach shows as a tinted disc, sensor range as a dashed ring, jamming as a dome.
  • Dashed red circleWhere a tracked warhead will most likely land.
  • SeesA position the enemy knows.
  • GreenUsed for the all clear and nothing else.

A shift

A level is a duty shift at the command post: two hours at night, or a whole weekend. It brings one or more waves at set clock times. During a wave one second of play is 15 seconds on the clock, so a four-minute wave covers an hour. Every shift fits in about ten minutes at 1×.

Here is Lviv's shift 8, From the sea, as the log would read it.

  1. Lviv · Shift 8/9 · From the seabase reward $15.3M
  2. Planning. The map opens with the brief, the budget and tonight's sectors. A Patriot battery arrives with 4 PAC-3, and 8 IRIS-T missiles with it. Launchers load. START.
  3. Wave 1. 10 Shaheds, 4 high-flying Shaheds and 14 decoys from the north, north-east and east. Most Shaheds are sent at the power plants.
  4. Lull. The clock runs fast to the next wave. Skip jumps ahead. Move, refit, restock.
  5. Rain front. Optics blur: interceptor drones, MANPADS and guns hit less often.
  6. Wave 2. 4 jet Shaheds, 2 Kalibrs and 2 Kh-101s, all at the power plants.
  7. Clear. The rain moves off in full daylight. Crews that aim by eye see further and hit more often.
  8. Wave 3. 7 Shaheds and 4 decoys from the south and east, the Shaheds at the power plants.
  9. ALL CLEAR
Planning
Tap a system in the build bar, then the map: buying and placing is one tap. A missile system, bought or free, comes loaded, and its price says so, such as $12M + ammunition $3.6M: it buys its own magazine and whatever the launchers of the same ammunition still lack, and a Patriot only as much PAC-3 as the shift allows. Free units (partner aid and the Air Force pair) wait in their own slots at the front of the bar, marked Free ×1 and then Placed, so the bar never shifts under your thumb. Heavy missile systems (Buk, IRIS-T, NASAMS, Patriot) stand only on fixed launch pads, drawn when you pick one or while Move units is on. To move a unit, tap it and press Move, or turn on Move units in the map tools to drag any unit; otherwise a drag only pans the map. Tap a site to repair or fortify it. A sheet that moves the map to show its unit moves it back when it closes, unless you moved the map yourself. The ranges button cycles Off, All, Sensors and Weapons, and draws each kind of reach as one merged area. A NEW SYSTEM card introduces each system you have not met: at most two when planning opens, and the rest the first time you pick that system in the build bar. Until you buy your first system, the command post points once at one the budget can buy.
START
With every launcher loaded, START starts in one tap. If one is short the plate reads START · 1 not ready; see Resupply.
Waves
Units pick targets and fire by themselves. Pause and speed (1×, 2×, 3×) sit bottom right. Tapping a threat shows what it is, and under Your systems which kinds can engage it and which are in range now. At 2× and 3× the shift runs at 1× while a sheet is open. While nothing is tracked, no threat on the map could reach the city or a site within 45 s at the speed it flies, and no panel or tool is open, the shift runs at 10× under the banner Quiet sky · fast forward until a threat comes near. It drops back to your speed when a threat comes that close, is tracked or is a ballistic launch, or when you open a panel or pick a tool. Marking it, or launching an interceptor by hand, is optional.
Lulls
With nothing hostile in the air, hours pass in a few seconds. Trucks get through: launchers load and Auto restock tops up the stock. Supply points carry over to the next wave.
ALL CLEAR
After the last wave the communities on the map go dark one by one and a chime plays. The report follows: what came, what was downed, what got through, and what the shift paid. Under Why it got through, the three costliest leaks each get one reason, such as Never tracked: no sensor saw it on its route., Patriot had it in range, out of rounds from 04:38. or Fired at 2 times, and every shot missed.

Orders

  • Fire doctrine. Auto engages the most dangerous target in reach. Drones takes drones and jet drones only. Missiles takes missiles and jets only, so slow drones and decoys fly past. Ballistic, on the Patriot only, takes ballistic missiles only and saves every PAC-3 for them. Hold fire stops it firing. Guns and interceptor crews know Auto and Hold only.
  • Patrol or hold position. Fire groups, MANPADS teams and the Gepard patrol a sector round where you put them; interceptor crews hold by default. A patrolling unit stands where it is and drives out only for a tracked threat no other unit will meet first, when nothing comes into its reach where it stands before the move is done and the new spot lets it open fire at least 3 s sooner. Missile systems, radars, acoustic posts and EW stations never patrol.
  • Moving. Any unit can move mid-shift. It packs up, drives and sets up, and does nothing meanwhile: no fire, no sensing, no jamming. The one exception is the Gepard's radar, which keeps searching on the move. A fire group sets up in 2 s, a Patriot in 10 s after 15 s of packing. A Gepard needs neither: it fires as soon as it stops. A move ordered in a lull is done before the next wave.

Weather and daylight

On a long shift the weather changes as forecast, and the light follows the clock: dawn from 05:30 to 07:00, dusk from 18:30 to 20:00. Radar does not care about either.

ConditionEffect on hit chance and sensors
RainInterceptor drones −35%, fire groups −20%, MANPADS −15%, F-16 cannon −20%, acoustic range −10%
FogInterceptor drones −55%, fire groups −35%, MANPADS −20%, F-16 cannon −30%
WindInterceptor drones −30%, fire groups −5%, acoustic range −25%
DaylightFire groups +30% and see +50% further, interceptor drones +25%, MANPADS +15% and +20% sight, Gepard +15%
BlackoutFacilities earn no supply points unless the city has backup generators
Partner intelBallistic launch warnings come 4 s earlier; briefing sectors narrow to ±15°
Enemy jammingInterceptor drones −30%

Full daylight values; dawn and dusk give part of them. The chip under the top bar shows the conditions now.

Your side

Air defence

Twelve systems. Each has a max altitude and a fastest target it can follow, and both are hard limits: a fire group can't reach a drone at medium altitude ("too high") or follow a cruise missile ("too fast"). Prices are for one unit; reach is weapon range in km.

Guns and short range

Mobile fire group

Short-range gun
Price
$0.4M
Reach
2.5 km
Ceiling
Low
Targets
Slow only

Pickup with a heavy machine gun, searchlight and thermal sight. Point defence: a Shahed in its final dive comes in low and straight, and the group hits it half again as often as one passing by, so it does best beside the site it guards. Patrols a 5 km sector round where you put it. Useless against missiles. Kits turn it into a spotter for the other units or a twin 23 mm gun for high Shaheds.

Downs about one low Shahed in five that passes, more as they dive · Site: beside the sites, on the side the Shaheds come from

MANPADS team

Stinger / Piorun
Price
$0.5M
Reach
5 km
Ceiling
Medium
Targets
Up to cruise

Two soldiers with shoulder-fired missiles. Reaches higher than guns, so it is the answer to the scout drones circling over the city, and can take a cruise missile. Two rounds ready, $150k each. Patrols a 5 km sector.

Good against Orlan and ZALA scouts, high Shaheds · Site: near key sites

Gepard

Radar-guided 35 mm gun
Price
$3M
Reach
4 km
Ceiling
Medium
Targets
Up to jet drones

Twin gun with its own 15 km radar. Takes jet Shaheds. 60 rounds on board and nothing to buy. It drives off at once, its radar searching on the move, and fires the moment it stops, so it is the unit to rush to an approach nobody covers. It patrols a tight 3 km sector by default; set it to hold and it stays where you put it.

Good against jet Shaheds, high Shaheds, Shaheds · Site: in front of a key site

Interceptor-drone crew

Drone hunter
Price
$0.7M
Reach
15 km
Ceiling
Medium
Targets
Slow only

Flies fast drones that ram Shaheds far from the city. Needs radar or acoustic tracks to find them. Six drones ready, $7.5k each. They cruise up to about 3 km, so they hit a high Shahed less often, and rain, wind and fog cost them more than any other unit. The Jet interceptors kit swaps in jet-powered drones that catch jet Shaheds; the Portable radar kit lets the crew find drones on its own.

Good against Shaheds, high Shaheds, recon drones · Site: behind the guns, inside sensor cover

Jamming and sensors

EW station

Jammer
Price
$1.5M
Bubble
5 km
Ceiling
Medium
Jams
Up to jet drones

Drones inside the bubble lose their way and come down in fields away from the city, and nobody spends a round on them; the report counts them as turned off course. The rest miss wider. Shaheds with anti-jam antennas mostly fly on. Missiles ignore it. It takes a support crew, not a shooter one.

Turns aside about half the decoys and one Shahed in three, high Shaheds rarely · Site: where the routes meet

Acoustic sensors

Microphones on poles
Price
$0.15M
Hears
10 km
Up to
Medium
Tracks
Up to cruise

Hears low drones and cruise missiles at full range, below the radar's horizon. The cheapest cover there is. One post alone gives only a contact, which units hit 40% less often; a second post on the same threat, or one post at More nodes III (Triangulation), gives a full track.

Good against Shaheds, Kh-101 · Site: out on the approach routes

Surveillance radar

Air picture
Price
$4M
Sees
45 km
Low fliers
~20 km
Tracks
Everything

Feeds tracks to every unit in range. A radar fixes what it sees on its own, so its tracks are full tracks where an acoustic post alone gives only a contact. Low drones hide below its horizon until they are close. A radar on the move leaves a gap. Lviv and Rivne issue one and sell more from shift 4, when strikes start hunting air-defence positions: a second radar keeps drones tracked if the first is hit.

Good against Shaheds, Kh-101, Kinzhal · Site: city centre

Missile systems on pads

Buk-M1

Medium-range missile system, legacy
Price
$4M
Reach
18 km
Ceiling
High
Targets
Up to cruise

Hits cruise missiles, but rounds are scarce: 4 ready, $400k each.

Good against Kalibr, Banderol, Kh-101

IRIS-T SLM

Medium-range missile system
Price
$12M
Reach
22 km
Ceiling
High
Targets
Up to cruise

Superb against cruise missiles. 8 ready, $450k each, so firing it at drones hurts.

Good against Kh-101, Kalibr, jet Shaheds, Banderol

NASAMS

Medium-range missile system
Price
$9M
Reach
16 km
Ceiling
High
Targets
Up to cruise

Deep magazine of 12 AMRAAMs at $1M, shorter reach than IRIS-T: the system that keeps firing when a cruise wave is twice the usual size.

Good against Kh-101, Kalibr, jet Shaheds, Banderol

Patriot PAC-3

Long range, anti-ballistic
Price
$35M
Reach
28 km
Ceiling
Very high
Targets
All, ballistic too

The only answer to ballistic missiles, and not a sure one. Fires in pairs at them. Set it to Ballistic and it lets everything else pass, saving its PAC-3 for them. A PAC-3 costs $5M and a city may buy only 2 a shift.

Good against Kinzhal, Iskander, Kh-22, S-300 · Site: a pad near the centre

In the air

F-16 fighter patrol

A pair of jets and a zone
Price
$18M
Zone
15 km
Ceiling
High
Targets
Up to cruise

Missiles for cruise missiles and jet drones, a cannon for slow drones. See Fighters.

Good against Kh-101, Kalibr, jet Shaheds, Shaheds · Site: over the main approach

What stops what

Chance to down a target with one shot, before weather, daylight, crew rank and upgrades. Jets means jet drones. A dot means the system can't engage that class at all.

SystemDronesJetsCruiseBallistic
Fire group low drones only, per burst, half again as often in their final dive; with Twin 23 mm also medium altitude, 40% less often there11%···
MANPADS60%30%20%·
Gepard per burst45%36%··
Interceptors 30% less often at medium altitude; jet drones with the Jet interceptors kit40%30%··
EW jams, turns some asidejamsjams··
Buk60%45%55%·
IRIS-T90%75%85%·
NASAMS85%75%80%·
Patriot ballistic: per missile, fired in pairs90%80%90%45%
F-16s drones: per cannon burst50%70%75%·

Guns make up for low odds with rate: a fire group fires a burst every 0.7 s, a Gepard every 0.6 s. Missiles are one shot each, and scarce.

Fighters

A fighter patrol is two F-16s and a zone of 15 km radius, placed in planning and movable during the shift. The jets take off from an airbase beyond the map edge, orbit the zone and engage what flies into it. They never chase outside it, and zones stay over Ukraine.

  • Weapons. The 20 mm cannon for slow drones, 5 bursts per aircraft. AIM-9X missiles for cruise missiles and jet drones, 4 a flight. Ballistic missiles are far too fast for them.
  • Flights. Out of fuel or weapons, the pair flies home, rearms in 30 s and comes back, 3 flights a shift. The zone badge reads Flight 2/3.
  • Weather. Rain and fog spoil the gun passes. The missiles' seekers don't care.
  • Upgrades. Helmet-mounted sight I–III, Extra missile rails I–II (+2 missiles a flight), Fast refuelling I–III (rearm 15% faster a level). The APKWS rockets kit adds 6 cheap guided shots a flight for drones, which saves the AIM-9X for cruise missiles.

The Air Force duty pair

From Odesa's shift 3, and on every shift of every city after Odesa, the Air Force adds a free F-16 pair, waiting to be placed. Place its zone like any unit. It flies its 3 flights with missiles the Air Force supplies, and it is not yours to keep or sell. Lviv and Rivne have no jets.

Quick turnaround (60 supply points) sends a pair that is rearming at the airbase straight back up.

Resupply and magazines

Ammunition does two jobs: what is loaded in the launchers and the stock for reloads.

  • Loaded. Every launcher is full at START. Planning loads them for you as it opens, cheapest ammunition first, spending up to half the budget. Each launcher's badge on the map shows its magazine as ticks and a count such as 6/8.
  • Stock. Spare rounds for reloads during the shift. Restock buys more; each kind has an Auto restock switch that fills it to its storage cap when planning opens. It is on by default for interceptor drones and MANPADS, off for missile systems and air-to-air missiles. How much spare to buy is the real decision.
  • Ready check. When a launcher is not full or a free unit is still waiting to be placed, START reads START · 1 not loaded. Tapping it lists only what you can still fix, with Load, Load all, Place and Start anyway; a shortfall you cannot fix tonight, such as a spent PAC-3 limit, starts the shift at once. With nothing on the map that can shoot or jam, START stops to say so.
  • Lulls. Between waves the trucks get through: launchers load and Auto restock runs again from what the budget still holds. PAC-3 is bought before the shift only.
  • The report. The report says which ammunition ran out and when, for example IRIS-T ran out at 02:14. Auto restock was off., with a one-tap Turn on auto restock.
AmmoPer roundAfter its upgradeStorageAuto
Interceptor dronesInterceptors$7.5k 30 + 30per crewOn
Stinger / PiorunMANPADS$150k 6 + 6per teamOn
AIM-9XF-16s$400k$320k4 + 8per pairOff
IRIS-TIRIS-T$450k$360k8 + 16per batteryOff
AMRAAMNASAMS$1M$800k6 + 18per unitOff
Buk 9M38Buk$400k$320k4 + 8per batteryOff
PAC-3 MSEPatriot · 2 a shift at most$5M$4M4 + 8per batteryOff

Storage grows with every system that fires the kind. Fire groups and the Gepard need nothing bought. Each missile system has an ammunition upgrade that takes a fifth off its rounds (see Upgrades); the PAC-3 limit stays 2 a shift.

Upgrades

Three kinds. Refits raise one unit's numbers during a shift and cost supply points. Kits change what one unit does, are fitted before a shift and cost budget. Upgrades change every unit of a kind between shifts and cost budget.

Supply points

A shift starts with 30 supply points. They trickle in at 0.4 a second, plus income from every site above half strength, plus a bounty for each kill: 1 for a Shahed, 8 for a Kinzhal. The store holds 150, and 25 more for each level of the Field depots research, up to 225. At the cap the number turns yellow and new supply goes to waste; the first time a shift's store fills while a refit is ready, a toast says so. Spend them on abilities or refits. What is left at ALL CLEAR goes to training, up to as many points as you spent on abilities and refits that shift: every 10 points become 1 XP, shared as evenly as whole points allow by the crews that fired, the least experienced first. So 150 left after spending 60 trains 6 XP, and a shift with nothing spent trains no one. The report says how much. A lost shift trains no one either, and units called in for the shift and the duty pair take no share.

AbilityCostCooldownDoes
Radio intercept3520 sIdentifies decoys and tracks everything within 15 km for 15 s
Call fire group4525 sA volunteer fire group rushes to the spot for the rest of the shift
Repair crew6030 sRestores 35% of a damaged site over 10 s. While it waits for your tap, the damaged sites are ringed
Jamming surge6035 sDrones within 10 km lose navigation for 12 s
Quick turnaround6045 sA fighter pair rearming at the airbase takes off at once

Refit levels

Each system has two to four upgrade tracks. A track has levels I to III, or up to V for sensors and jammers, and every level adds the same gain again for a higher price. On three tracks level I is a bigger step the map's ring shows: the fire group's Heavy 14.5 mm gun takes its reach from 2.5 to 3 km, Piorun-2 a MANPADS team's from 5 to 6 km, and Wider band a jammer's from 5 to 6 km. A jammer's False navigation signals level I starts pushing strikes aside, and its card says so. No track rules out another. What a unit can reach, such as jet drones or high Shaheds, comes from its kit (below), not from a refit.

  • Level I takes any crew, level II a Seasoned crew, level III a Veteran crew. Sensors and jammers score no kills, so any crew refits them.
  • The unit holds fire for 6 s while it refits, and keeps its levels for the campaign.
  • A small light disc with a dark chevron, laid over the top-left corner of an armed unit's badge, means it can buy a level now. It holds still. A pulsing up-arrow takes its place when there is news: the crew has just ranked up into a level you can afford. Sensors and jammers carry neither, so a field of posts stays quiet. The Refits ready counter above the speed buttons, with the same chevron, counts every unit with an affordable level, sensors included; tap it to jump from one to the next, armed units first and the cheapest level first among them. Neither shows in Lviv's first shift. A unit's map badge counts the levels bought.
Interceptor-drone crew, all three tracks. Prices in supply points per level.
TrackEach levelPrice
Thermal seekers I–IIIHit chance +10%30 · 35 · 45
More pilots I–IIIFire rate +18%35 · 45 · 55
Mesh relay network I–IIIReach +10%40 · 50 · 60

Kits

A kit changes what one unit does. Fit it from the unit's card in planning. A unit carries one kit at a time and fits it before the shift, but it keeps every kit it buys: a new kit costs its price once, and swapping back to one the unit owns is free. The list shows each kit's state: Fitted with a filled dot, Owned · free, or its price. Kits go with the unit, as its levels do, so selling or losing it returns nothing for them. Where a system has more than one kit to choose from (fire groups and interceptor crews), its icon wears the fitted kit's mark in the bottom-right corner, so two fire groups with different kits look different on the map. When the next shift's briefing holds a threat a kit would let the unit reach, the kit's row says so.

KitForPriceDoesDrawback
Spotter kitFire group$0.3MIts own sensor sees 8 km instead of 3, up to medium altitude, and gives every unit a full track. Wind cuts it like an acoustic post, and daylight does not stretch itThe gun still reaches low fliers only
Twin 23 mmFire group$1.0MReaches medium altitude, such as high Shaheds, hitting there 40% less often than low down; 20% more reachSets up and packs up 50% slower
Thermal sight and radar linkFire group$0.6MHits 20% more often in the dark, loses less to weather, sensor 20% farther
Jet interceptorsInterceptor crew$0.9MJet-powered drones of the Bars, Sting S and Alexa Spatium class: they fly almost as fast as a jet Shahed and catch it, 30% a hit
Portable radarInterceptor crew$0.4MIts own sensor sees 8 km, up to medium altitude, with no post nearbyLow drones show only within about 5 km
Wind screensAcoustic post$0.2MWind and rain take 60% less off its reach
APKWS rocketsFighter patrol$1.5M6 cheap guided rockets a flight for drones and jet drones, saving the AIM-9X

Crews

Each city has a limited number of trained crews, in two pools. Every unit you buy takes a crew from one of them; fighter patrols take none.

  • Shooter crews man every unit that fires: fire groups, MANPADS, interceptor drones, the Gepard and the missile systems. There are 3 plus one more each shift, so shift 1 allows 3 and shift 6 allows 8; the Operator school research adds one more in every city.
  • Support crews man radars, acoustic posts and EW stations. There are 2 for the first three shifts and one more every third shift: 3 from shift 4, 4 from shift 7. Two is enough for a pair of posts that track together; after that, choose between another pair, a radar and a jammer.

The start formation and partner aid are issued and bring their own crews. They stay with the city and cannot be sold. The Crews chip at the left of the build bar shows both pools, the sight for shooters and the signal arcs for support, each as crews in use of those trained. A full pool turns red, and its build buttons dim and wear the same sign. Sell a unit to free its crew, or wait for a shift that brings one. So where a unit stands and how far it is upgraded matter more than how many you buy.

Every kill earns the crew experience: 1 for a drone, 2 for a jet drone, 3 for a cruise missile, 4 for a ballistic one. Seasoned comes at 8, Veteran at 25, Elite at 60. Each rank adds 6% to hit chance and fires and reloads 6% faster. Spare supply at ALL CLEAR adds to it (Supply points, above), and with the Gunnery instructors research every crew you recruit starts with 4, halfway to Seasoned. Selling a unit returns half its price, and the crew goes with it.

Research

Research is kept across every city and stage. Every shift earns research XP for what it downed, and each command rank is one research point. The Research button, on the menu and the campaign screen, appears once a perk can be bought, from command rank 1, and the screen lists only the perks that are built: Gunnery instructors and Operator school (1 point each), Passive protection I (1: power plants, substations and hydro take 15% less damage, at most 60% less with fortification), and Field depots I–III (1 · 2 · 2: a bigger supply store). Refunds are free outside a shift.

Upgrades

Between shifts, Upgrades opens a tree for each system you own or can buy. An upgrade changes every unit of that kind, present and future. The fire-group tree, for example:

  • Thermal sights $0.4M, then Spotter network $0.5M.
  • Gunnery course $0.5M (every crew counts as Seasoned), then Bulk vehicle order $0.5M (cheaper fire groups).
  • With both lines done, Laser rangefinders $1M.

Cheaper systems and cheaper missiles. Some upgrades only cut a price, and they pay most when bought before the purchases they cut. Each one shows when it pays back.

  • Systems: Bulk vehicle order $0.5M, a quarter off fire groups, pays back after 5; Serial production for interceptor crews $0.5M, a quarter off, after 3; Serial production for acoustic posts $0.2M, 30% off, after 5; Spare-parts pool $1M, a fifth off radars, after 2. A system's price cut is offered only while that system is on sale.
  • Missiles, a fifth off each: Missile refurbishment for Buk $1.2M, pays back after 15; Framework contract for IRIS-T $1.4M, after 16; Multi-year contract for NASAMS AMRAAM $3.3M, after 17; Multi-year contract for Patriot PAC-3 $4M, after 4, with the same 2-a-shift limit; Shared production lots for the F-16s' AIM-9X $0.6M, after 8.
  • While a price cut is open and affordable, the build button shows it, such as −25%, and the purchase card says −25% with Bulk vehicle order · pays back after 5 purchases. Tap that line to open the upgrade. The Ammunition sheet does the same for missiles.

The Network tab holds cross-system work: Sensor fusion $2M, Shared radar picture $3M, Ammunition logistics $2M and the Delta battle network $4M. The City tab holds backup generators $3M, shelters $2M and the concealment track (see Dusk plan).

Sites are fixed from the planning map: fortifying cuts damage by 30%, 55% and 75% at levels 1 to 3, for $0.6M, $1.2M and $2.4M times the site's weight. Repairs cost $12k per point of damage.

The enemy

Threats

Fourteen kinds in four classes. Each gets an intro card the first time it appears, and the codex keeps what you have met.

Attack drones

Shahed-136 / Geran-2

Drone
Flies
Low · slow
Warhead
0.35 km miss
Damage
30 · 0.6 km
Anti-jam
20%

Slow attack drone with a moped engine. Comes in numbers, low and loud.

Reached by everything that shoots

High-flying Shahed (Geran-2)

Drone
Flies
Medium · slow
Warhead
0.3 km miss
Damage
40 · 0.7 km
Anti-jam
75%

Cruises above machine-gun reach, shrugs off most jamming, then dives on its target.

Reached by all but fire groups

Decoys and scouts

Gerbera / Parodiya decoy

No warhead
Flies
Low · slow
Visibility
1.3

Looks like a Shahed on radar, and a little bigger, to drain your rounds. A radio intercept identifies decoys. missile systems on Missiles let them pass.

Reached by everything that shoots

Gerbera scout drone (camera)

Scout
Flies
Medium · slow
Sees
3 km
Visibility
0.8

Camera drone that reports what lies under its path. Down it before it reaches the city.

Reached by all but fire groups

ZALA / Supercam

Scout
Flies
Medium · slow
Sees
4 km
Visibility
0.5

Small, quiet scout with the faintest radar return in the game. Circles districts looking for air defence.

Reached by all but fire groups

Orlan-10

Scout
Flies
Medium · slow
Sees
6 km
Visibility
0.7

Scout drone that sees the farthest. Flies a wide circuit round the city, keeping out of known gun reach.

Reached by all but fire groups

Jet drones and cruise missiles

Jet Shahed (Geran-3/4/5)

Jet drone
Flies
Medium · fast
Warhead
0.3 km miss
Damage
40 · 0.7 km
Anti-jam
60%

Turbojet Shahed. Too fast for machine guns and for interceptor drones until they fit the Jet interceptors kit.

Reached by MANPADS, Gepard, EW, missile systems, F-16s

Kh-101

Cruise missile
Flies
Low · fast
Warhead
0.25 km miss
Damage
75 · 1.0 km
Visibility
0.6

Air-launched, stealthy, big warhead. Hugs the ground and shows only once your own sensors track it.

Reached by MANPADS, Buk, IRIS-T, NASAMS, Patriot, F-16s

3M-14 Kalibr

Cruise missile
Flies
Low · fast
Warhead
0.25 km miss
Damage
70 · 1.0 km

Fired from ships in the Black Sea. Low, fast and heavy.

Reached by MANPADS, Buk, IRIS-T, NASAMS, Patriot, F-16s

S-8000 Banderol

Jet missile
Flies
Low · fast
Warhead
0.4 km miss
Damage
50 · 0.9 km

Cheap and very low. Often sent in pairs: a second missile hits the same site minutes after the first.

Reached by MANPADS, Buk, IRIS-T, NASAMS, Patriot, F-16s

Ballistic missiles

S-300 / S-400

Ground-attack mode
Flies
High · very fast
Warhead
0.9 km miss
Damage
60 · 1.0 km
Warning
2 s

Air-defence missile fired at the ground. Almost no warning, wide misses.

Reached by Patriot only

Kh-22 / Kh-32

Heavy missile
Flies
High · very fast
Warhead
1.2 km miss
Damage
120 · 1.4 km
Warning
8 s

Dives almost straight down. The widest misses and the biggest warhead in the game.

Reached by Patriot only

Iskander-M / KN-23

Ballistic
Flies
Very high · very fast
Warhead
0.3 km miss
Damage
100 · 1.2 km
Warning
6 s

Falls at Mach 6 and more, weaving at the end. Precise.

Reached by Patriot only

Kh-47M2 Kinzhal

Aeroballistic
Flies
Very high · very fast
Warhead
0.35 km miss
Damage
110 · 1.2 km
Warning
10 s

The fastest threat there is, and rare. The longest warning, and only Patriot can try.

Reached by Patriot only

Damage is what the warhead does at full effect, and the blast radius it falls off over. Warning is how long before impact the launch is announced; partner intel adds 4 s.

Misses

Warheads miss even with nobody shooting. Every kind has a miss distance in km: half of its warheads land within that distance of the aim. The miss is drawn once, as the threat starts its final dive 3 km from its aim.

  • Jamming widens it. A drone jammed during its dive misses up to three times as wide, less with anti-jam: a Shahed 2.6×, a jet Shahed 1.8×, a high Shahed 1.5×. An EW station with False navigation signals also pushes the whole spread half a miss distance to one side. Cruise and ballistic missiles ignore jamming.
  • The likely-impact circle. A tracked warhead shows a dashed circle of twice the miss distance round its aim, where 94% of its kind land. It widens while the threat is jammed. Ballistic circles pulse.
  • Drift. A drone jammed hard for 6 s before its dive drops its route and flies straight on for 20 s.
Miss distance by kind, to one scale. Marks at 0.3 and 0.5 km split precise, fairly accurate and inaccurate.
Kh-1010.25
Kalibr0.25
High Shahed0.30
Jet Shahed0.30
Iskander0.30
Shahed0.35
Kinzhal0.35
Banderol0.40
S-3000.90
Kh-221.20
Miss distanceFully jammed in its dive

Size and damage

Every site has a size on the ground. A warhead landing on it deals full damage. Beyond its edge, damage falls off to nothing at the warhead's blast radius. Each hit varies by ±20%.

  • Large sites, 0.3 km across or more, lose at most 60% of their strength to one hit, so they survive any single warhead. Small ones can fall to one heavy hit. The site sheet says which.
  • Units are destroyed only by a warhead landing within 0.35 km of them.
  • Debris. One kill in four drops debris within 1.2 km. Shoot on the approach, not over the centre.
  • Fortification cuts damage 30%, 55% or 75%. Ballistic warheads punch through and lose a little over half of that. Shelters halve the damage homes and hospitals take.
FacilityFootprintHPSize
Airfield0.8 km200Large
Thermal power plant0.6 km300Large
Residential district0.6 km150Large
Hydro power plant0.5 km320Large
Sea port0.5 km220Large
Heat and power plant0.35 km220Large
Defence plant0.35 km200Large
Rail hub0.3 km150Large
Fuel depot0.25 km150Small
City services0.2 km150Small
Substation0.15 km120Small
Hospital0.15 km120Small
Water pumping station0.12 km120Small

Fog and sensors

You see what your sensors see, and you learn where an attack comes from only once something detects it.

  • Beyond your sensors each threat is a red glow from the national picture, within about 8 km of the real spot and refreshed every 5 s. Its sheet says only Unidentified · approximate: no kind, target or time to impact.
  • Cruise missiles fly below the national picture. Nothing shows them until your own sensors track them.
  • Inside cover threats are crisp tracks with a heading, a target and a time to impact. A ballistic missile's impact circle shows only once it is tracked.
  • Visibility multiplies every sensor's range against a threat: ZALA 0.5, Kh-101 0.6, Orlan 0.7, Gerbera scout drone 0.8, the decoy 1.3, everything else 1.
  • Low fliers. The radar sees them at under half its range, about 20 of its 45 km. Acoustic posts hear them at full range: put a ring of them on the approaches.
  • Contacts and tracks. A threat only one acoustic post hears is a contact: drawn faint in a dashed ring, and every unit hits it 40% less often. A radar, two posts, a post at More nodes III (Triangulation) or a Spotter kit make it a track, at full hit chance. A third source adds nothing. A crew's own sight gives a track within its weapon's reach and a contact beyond it. The threat sheet says which and why, such as Contact · one acoustic post or Track · radar.
  • A unit on the move senses nothing, except the Gepard, whose radar searches on the move.

The brief

Lviv's shifts 1 and 2 draw tonight's routes as arrows, so the first lessons have something to point at. From Lviv shift 3, and in every other city, each direction is a dim sector of ±30° (±15° with partner intel). It names the threat kinds and the region they come through, never their targets. In cities of difficulty 3 and up, the direction with the fewest threats is only "possible": drawn faint and dashed.

Routes

Most attacks come from a few directions, but not all of them arrive from there.

  • Loiter. Drones and jet drones fly to a holding point 18 to 30 km from their aim, 90 to 180° round from the side they arrived on. They circle half a lap to a lap of 4 km radius, 60 s at most, then strike from the side nobody watched. The map labels them circling.
  • Wrap. Cruise missiles pass the city 15 to 20 km out and turn in 120 to 180° round from where they came.
  • Border legs. On Lviv's shifts 7 to 9 and Odesa's shifts 3 and 4, one or two drone groups fly a leg 5 to 8 km inside a partner's border, then come back. Keep watching them.
Share of drone groups that loiter and of cruise-missile groups that wrap.
WhereLoiterWrap
Lviv shifts 1–4nonenone
Lviv shifts 5–9, Rivne15%none
Odesa to Dnipro25%30%
Chernihiv onward35%30%

Scouts

Scouts fly at medium altitude, above gun reach, and carry no warhead. What they see, the enemy remembers from shift to shift.

  • How far they see. A scout spots units and sites within this distance of its path: Gerbera scout drone 3 km, ZALA 4 km, Orlan 6 km.
  • Circuits. ZALA and Orlan fly a loop 15 to 25 km across round the city, steering clear of guns, MANPADS and EW the enemy already knows. A circuit shows only while tracked.
  • Firing gives you away. Once the enemy has scouted the city, a unit firing from one spot is located after 4 missile launches, or 25 bursts or drone launches. A heavy missile system on a pad is known after one shift of use.
  • Moving clears it. A unit more than 1 km from where it was seen is not known at its new spot. The enemy keeps believing the old one.

An eye marks every position the enemy knows. In planning, the Enemy knows 3 of 7 chip opens a view of what it knows, with old spots faded. Tap its legend to close it. MANPADS, the Gepard, interceptor drones, EW, missile systems and F-16s all reach scouts.

The dusk plan and concealment

The enemy plans the whole shift at dusk, as its first threat launches. Every group sent after air defence gets one target from what the enemy knew before tonight, weighted by what the system is worth: a Patriot is about nine times as likely a target as a fire group.

One in four of those groups is guided and may re-aim at a position found tonight. The ticker reports it: Shahed group changed course for one of our positions. The brief warns you ahead, first thing: Enemy will strike the air defence it knows. Move a known unit between shifts and the strike lands on its old spot.

The concealment track, under Upgrades, City. Bought in this order.
LevelPriceEffect
Camouflage nets$1.5MScouts must come within 60% of their sight range to spot a ground unit
Decoy radar emitters$2.5MHalf the strikes aimed at air defence go to empty fields
Fire-and-move drills$3MFiring gives a position away half as fast; packing up and setting up take 30% less time

Strays and partner support

The Lviv and Odesa maps border Poland, Romania and Moldova. A threat over a partner country is drawn dimmed, and the ticker notes the crossing.

  • Our guns, missiles, jets and jammers never act across the border.
  • After 15 s abroad, partners settle it: Polish or Romanian air defence may down it, or it leaves our picture. Nothing lands abroad.
  • A drone on a planned border leg gets one chance from Polish or Romanian air defence and otherwise flies back towards us.
  • Strays count as neither kills nor hits.

A won shift with strays brings a flat partner-support payment: $0.3M, or $0.5M with three or more. Letting more over never pays more.

Campaign

Cities

Eleven cities in a rising order, 70 shifts in all. Lviv is open from the start. Rivne opens after Lviv shift 3 and Odesa after Lviv shift 4. Every later city opens after shift 2 of the one before it.

CityShiftsLevelBudget
Lviv91$2.1M
Rivne81$2.4M
Odesa62$6M
Mykolaiv52$5M
Kryvyi Rih53$7M
Dnipro63$8M
Chernihiv53$8M
Zaporizhzhia64$10M
Kyiv74$10M
Sumy65$12M
Kharkiv75$12M
  • Lviv teaches. A radar is already up and fire groups are the only thing for sale. Each shift adds at most one new system and one new threat, each with a short intro card: interceptor crews in shift 2, acoustic posts in 3, EW in 4, MANPADS in 5, the Gepard in 7. Radars go on sale in shift 4 too, when strikes start hunting air-defence positions. Shifts 1 and 2 set no bonus objectives.
  • Rivne sits second in the order and opens after Lviv's third shift, a shift before Odesa. A quiet western city ringed by forest and marsh: drones come the long way, low over Polissia from the north and east, past the river Horyn. Few roads reach out there, so fire groups have fewer patrol loops and acoustic posts do more of the listening; volunteers set up the first two in shift 2. It starts with a radar, two fire groups and an interceptor crew, briefs in sectors from shift 1, and has no jets. Fire groups and interceptor crews are on sale from the start, acoustic posts from shift 2, radars from 4, EW from 5 and MANPADS from 6.
  • Later cities start with a formation already in place, which you can drag. Shifts run longer: Kyiv's last runs from Saturday evening to Monday morning in four waves.
  • Unlocks never close again, even when a city joins the order or one is reset. In Settings, Unlock all cities skips the order.

Ratings and replays

A held shift is rated by the damage the city took, as a share of the strength of all its sites:

RatingDamage taken
Under 4%
Under 12%
12% or more, city held
  • Pay. A won shift pays its reward, plus 35% of it for every wave after the first, plus a bounty per kill. Each bar adds 15% to that. Partner aid, bonus objectives and partner support come on top.
  • Bonus objectives. Most shifts set one or two: keep a hospital untouched, save PAC-3, down every recon drone before it reaches the city, intercept a share of attack drones, keep every home safe. Each one done pays extra. A shift with no home hit says so on the debrief: Every home kept safe.
  • Replay. Any won shift can be played again from the city list with the forces you have now. What you earn is real, and so is what you spend: destroyed units, ammunition and damage stay. A replay pays 40% of the reward, with bounties and objectives in full and no partner aid. Raising a shift's best rating pays 25% of its reward once for each bar gained. A replay never moves the campaign forward or back.
  • Reset starts a city again from shift 1 with its starting budget and units. Other cities, unlocks, settings and training stay as they are.

Survival and training

  • Survival. Any city you have opened offers an endless run with your campaign arsenal. Waves keep coming and grow, and ammunition trucks arrive every two minutes. One point per second held and one per threat down. Beat your best.
  • Training range. From the menu, outside the campaign: pick a system, tick one or more threats and how many of each, and watch them on a quiet stretch of map with a table of what was downed and what got through. Every refit and every kit is free there, so you can fit one and run the wave again to compare. Everything is open, and the drills include the pairs that can't work, such as a fire group against a cruise missile.

Tips

  1. Sensors first. An interceptor crew without radar or acoustic tracks has nothing to fly at.
  2. Posts in pairs. One acoustic post gives a contact that units hit 40% less often. Overlap two on each approach, or raise one to More nodes III.
  3. Fire groups just in front of the sites. About a gun's reach out, on the side the drones come from, where a Shahed dives on its target. Not in the centre, so debris falls short of it.
  4. Save missiles for missiles. Set missile systems to Missiles and leave drones to guns, interceptors and EW.
  5. Down scouts early. MANPADS and interceptor crews reach them. Every unit a scout sees is a target in the next dusk plan.
  6. Move what is known. Check the Enemy knows chip before START and move known units more than 1 km.
  7. Move radars in a lull. A radar on the move covers nothing.
  8. Put EW where drones dive. A jammed Shahed misses 2.6 times as wide.
  9. Fortify the small earners. Large sites survive any single hit; substations and hospitals can fall to one.
  10. Mind the stock. Before a cruise-missile shift, turn on Auto restock for your missile systems if the budget allows.
  11. Read the forecast. Fog costs interceptor drones 55%. Daylight gives fire groups 30%.
  12. Replay for the bars. A better rating on a replay pays a quarter of the shift's reward per bar gained.

On your phone

  1. Open the game link while signed in to Claude, in the Claude app or in Safari on claude.ai.
  2. Hold the phone upright. Tap once to switch the sound on, and turn off silent mode for the siren and the guns.
  3. Optional: in Safari, tap Share, then Add to Home Screen.
  4. Progress saves on that phone, in that browser. New versions arrive at the same link.

The link is private to your Claude account. Anyone else needs it shared from the game page's Share menu.

As an iPhone app

Optional. Needs a Mac with Xcode and a cable. The app adds haptics, with a switch in Settings.

  1. On the Mac, in the project folder: npm install, then npm run ios:sync && npm run ios:open.
  2. In Xcode, pick your iPhone as the run target. Under Signing & Capabilities, choose your personal Apple ID team.
  3. Press Run. On the phone, enable Developer Mode if asked, then trust your profile in Settings, General, VPN & Device Management.

With a free Apple ID the app runs for 7 days, then press Run again.