Your ship has no engine. The gun is the engine. Every shot shoves you the opposite way, and nothing out here slows you down. Fire away from where you want to go.
XP 0Next unlock
Arcade modes
Campaign part 1 · the alien invasion, in order
Campaign part 2 · the outbreak
No civilian traffic. You start at maximum wanted level ★★★.
Ride the Getaway bike on your own at sunset: no robber, no cutscene, no police or army. Just traffic to weave through and the scenery.
Recoil-free: every ship works here. The Mustang still turns with A/D.
Ship1/4Solar Courier
Controls & rules
Aim
Mouse (or drag on touch). The Mustang can't aim: turn it with A/D or ←/→.
Fire
Hold left click / Space / touch
Blast
Right click / Shift — big shove, wide spread
Brake
Hold S / ↓ — gentle retro thrusters
Planets
Unmovable, unbreakable. Their pull grows the longer you stay inside the dashed ring.
Salvage
Destroy 3 space debris to repair 1 hull point. At full hull you get a 5-second shield instead.
Hostiles
From wave 3, fighters hunt you. Their guns don't kick, but their engines barely obey. From wave 4 (or 2 minutes into Dogfight), hunters fire slow homing shots that vanish once they leave the screen. You can shoot those down.
Highway
The Getaway motorcycle: you steer, tapping A/D or ←/→ to hop lanes. Wanted level: 1 star = patrol cars, 2 = interceptors, armored cars, sniper helicopters + kamikaze drones (only shootable while their red light blinks), 3 = roadblocks + SWAT trucks. No shield here. You only aim the Humvee's turret; the driver dodges traffic. Civilian cars soak up stray rounds. Police that hit traffic crash out, except the armored car, which shoves it aside. At crossroads (every 20–30 s) a whole convoy of police waits to pour out as you pass. Parked patrol cars on the shoulder pull out once you go by. SWAT trucks hang back and fire a roof machine gun. After 2:00 the army takes over and the highway opens up to six lanes; army jeeps, APCs and Bradleys keep to their lanes except to dodge or try a PIT, and every jeep has a gunner in the back firing wild 3-round bursts (a burst can cost at most 1 hull). Roadblocks close every lane: shoot the cars to open a gap or the Humvee smashes through and loses 2 hull. Officers behind them shoot back (rifles after 75 s).
Invasion
The school bus keeps to the streets and drives itself forward (the Chinook flies the same street routes and lands whenever it stops; it can only board, unload or rescue once it's down). Pick where to go at the next crossroad: A / ← left, D / → right, W / ↑ up, S / ↓ down (screen directions). Picking the way you came makes a U-turn on the spot. X stops the bus dead; press a direction (or X again) to roll on. On touch, tap the side you want to go, or tap the bus to stop. The roof gunner aims and fires by himself. Follow the yellow arrow to the EVAC point, stop inside the ring with X and wait for everyone to board before the timer runs out. Each pickup repairs 1 hull. The counter above you shows seats used out of 50: once it is full, drive to the airport (blue on the minimap), stop in the ring and everyone flies out (+2 hull). You can drop off early too. There are only 3 flights: after the third, a nuclear strike is ordered on the city and you have 45 seconds to reach the highway exit on the far side of town (orange arrow), while the aliens come twice as fast. Keep picking people up on the way if you dare. Near the exit a Cobra gunship has crashed: stop at it to pull the pilot out, but the 10-second rescue eats into your countdown. A FOB at the airport repairs 1 hull every 30 seconds. Police patrol cars from the town's police station cruise the streets and shoot at aliens; they're fragile and can't ram, so they don't last long. The airport is fenced and guarded by army tanks: no alien gets in and their fire stops at the fence. Run soldiers over; ram hover-tanks with the plough at speed (touching them any other way hurts). Striders (two-legged gun walkers, yellow on the minimap) only walk the streets, never off them, have as much armour as a saucer and fire three machine guns at once: keep your distance or ram them hard. Saucers mark a green ring before their death ray lands, so keep moving.
Extraction
Fly the V-22 freely with W/A/S/D or the arrow keys (on touch, hold where you want to go). Let go of the keys and it brakes to a hover; press X to land (from any speed: it brakes first, a dashed circle shows where you'll touch down) and X or any direction to take off. The ramp gunner fires on his own and shoots down incoming missiles first. The green arrow points to the nearest pinned-down squad: their ring shows how long they can hold out, and killing the enemies around them buys time. Land inside the dashed circle and they run aboard (24 seats). Fly them back to the blue pad at Base and land to drop them off. Land on the red REPAIR PAD at Base (below the drop-off pad) and the ground crew patch you up: +2 hull every 3 seconds. Riflemen and technicals shoot, RPGs fly at where you're heading, missile teams launch homing missiles (pink), AA trucks parked in the Town fill the sky with flak, Enemy infantry move from cover to cover and are harder to hit while they're in it. After three town rescues an M1 with the callsign "War Pig" goes down: drop up to 6 of your rescued soldiers at it, keep rescuing while they repair it (about 2 minutes), then pick them up. Some squads get pinned in the Town's plazas: those rescues are much hotter, with RPG teams in the narrow streets and on the rooftops and T-55s grinding down the alleys. After a few rescues T-55 tanks also roll up on the battlefield: their main gun hits very hard and squads they attack run out of time fast. Enemy fire can't reach into the Base. In the middle of the Town stands the damaged town hall: Shloshlama Shlushlain stands on its west balcony, fires salvos of homing missiles and sends T-55s out of the hall (up to 3 at a time). He has a huge amount of health, and while any of his snipers on the rooftops are alive he only takes a third of the damage. A red laser shows which sniper is lining you up: keep moving or kill him before he fires. The AH-6 Little Bird has no gunner: press Space, left click or Shift (two-finger tap on touch) to fire a burst of 8 rockets straight ahead from its two pods. Aim by pointing the nose: they wreck AA trucks and tanks and blast infantry around the impact. The pods reload in about 3 seconds.
Exodus
Campaign part 2, unlocked by winning Invasion (like Aftermath). It plays like Highway: your driver weaves through the fleeing traffic and you aim and fire the roof gun (the Chinook flies over traffic). Pick the School Bus, Military Truck or Chinook. Alien hoverbikes chase you down the highway: very fast, only 2 hits each, and a small turret on the back that fires bursts of 4 green bolts. A bike that touches you is smashed. There is no wanted level and no police. Reach the army checkpoint (the bar at the top shows how far) to win.
Liberation
Arcade, unlocks at 3000 XP. W/S drive forward and back, A/D turn the hull, aim the turret with the mouse and click (or Space) to fire; on a phone use the arrow pad and hold where you want to shoot. The coaxial machine gun fires at infantry in front of the turret by itself, and you can run them over. Each district wakes up as you get close: knock out its vehicles, then drive into the square. Shells stop at buildings, so use the houses for cover. Kill halftracks quickly: an officer with a flare gun can call in more panzers. The Mark V has no turret: its two side guns each cover their own side but can't fire straight ahead or behind, so turn the hull broadside; each gun reloads on its own.
Containment
Campaign part 2, unlocked by winning The Zone. You are the door gunner on a Black Hawk: aim with the mouse or a finger and hold to fire the minigun (it overheats if you never let go). Hold checkpoints Alpha, Bravo and Charlie until their relief arrives; if every soldier at one is lost, the mission fails. Infected that reach a soldier bite him, and a second later he gets back up as one of them unless you shoot the one holding him. Brutes take many hits and throw rocks at the helicopter: shoot the rocks down.
Last Road Out
Campaign part 2, unlocked by winning Containment. Columbus, five days after Checkpoint Delta fell. You are the gunner on the roof of the SWAT truck: aim with the mouse or a finger and hold to fire the M240. Ten seconds of non-stop fire overheats it and locks it for six seconds, so fire in bursts. Six officers hold the line behind wrecked cars and a broken barricade, firing bursts of six; anyone who gets bitten turns. Brutes smash officers outright. Some infected try to slip round the truck to the evacuation traffic behind you: if 10 get through to the road, if every officer is lost, or if they tear the truck open, the road is lost. Hold for 3:30 until the last convoy is out.
The Zone
Campaign part 2, unlocked by winning To the Last. You drive a civilian van (W/S or ↑/↓ gas and brake, A/D or ←/→ steer; on a phone, hold where you want to go or use the arrow pad); Dale on the roof shoots by himself. Follow the blue arrow and the minimap to the police station; red squares on the map are blocked streets. A health bar replaces hull: each horde you ram costs 10, hard crashes cost 3, and the infected claw at you whenever you are slow. The opening cutscene can be skipped with a click, tap or Space.
To the Last
The finale, unlocked by winning The British Are Coming. One mission in five parts; at each cutscene you take over a different unit, and every part is a checkpoint (Launch again starts where you fell; the arrows on the start screen pick any part you have reached). Part 1, F-22: fly like Raptor 2-1 and shoot down 12 landing ships before 4 get ashore. Part 2, Apache gunner: chain gun on the trigger, Hellfire on Shift / right-click; get at least 5 of the 12 cars to the bridge. Part 3, Challenger: drive like The British Are Coming and destroy the 3 shield generators. Part 4, Chinook: fly like Extraction (WASD or touch, X to land), go in through the hangar door, land on the pad and hold still while the team gets off. Part 5, the Sergeant: WASD to move, aim and fire with the mouse, R to reload, pick up ammo and medkits, destroy the 4 conduits and then hold E (ARM on mobile) at the core.
The British Are Coming
Campaign part 6, unlocked by winning Convoy. You drive a Challenger 2: W/S (or ↑/↓) forward and reverse, A/D (or ←/→) turn the hull; on mobile, the arrow pad. Aim the turret with the mouse (or a finger) and fire with left click / Space / touch: the 120 mm gun reloads in 1.6 s and the coaxial chain gun fires while you hold the trigger in between. Fight up the road to Hammer Base, then hold the airfield until the RAF Hercules drop the paras. Lose the tank, or every building on the airfield, and it is over.
Convoy
Campaign part 4, unlocked by winning Raptor 2-1. The pilot flies the Apache over the convoy for you; you only aim (mouse, or hold a finger where you want to shoot) and fire (left click / Space / touch). The 30 mm rounds explode where you aim and hit everything close by, but the gun overheats: watch the heat bar. Aliens come from both sides of the freeway: soldiers, hover-tanks and later striders. The Abrams and Bradleys shoot back, inaccurately. Keep the Humvee marked THUNDER 6 + SGT alive and get the convoy to Camp Liberty.
Raptor 2-1
Campaign part 3, unlocked by holding out to wave 5 in Aftermath. Your F-22 always flies forward: A/D or ←/→ to turn (or hold the left mouse button or a finger where you want to go, which also fires), W / ↑ afterburner, S / ↓ slow down, Space or left click for the cannon, Shift or right click for a heat-seeking missile (it locks onto the enemy in front of you, landing ships first; 2 s reload). Your two wingmen fly on their own and go after anything threatening the airliners. Landing ships try to dock with an airliner: if one stays docked for 7 seconds, the plane is boarded and lost. Shoot it off. Reach Overlord Air Base with at least one airliner and its squadron takes over.
Aftermath
Unlocked by winning Invasion. You are on foot: move with W/A/S/D or the arrow keys (slowly, you are hurt), aim with the mouse, fire with left click or Space, R to reload. On a phone, hold where you want to shoot and use the arrow pad to move. Pick your weapon instead of a vehicle. You are at the Highway 1 entrance, the one you escaped through in Invasion. Alien soldiers come out of the side streets and the burnt-out houses in waves and converge on the entrance; every one that gets past the checkpoint (the red dashed line) costs the line a point, and at 0 the line is broken. Ammo is scarce: ammo boxes turn up in the streets (yellow arrows point to them), killed aliens sometimes drop a few rounds, and now and then there is a field dressing. The concrete barriers stop their fire. Nobody is coming to get you.
D-Day
The Spitfire always flies forward. Turn with A/D or ←/→ (or hold the left mouse button or a finger where you want to go, which also fires), W / ↑ to boost, S / ↓ to throttle back, Space or left click to fire the eight wing guns. Six bombers fly a fixed course from the beaches to the command centre: their bars at the top show their health and the blue arrow points to them. Bf 109s and Fw 190s attack the bombers (and you if you get close); the bombers' own gunners help a little. Flak batteries along the route burst shells near the planes: strafe them to silence them. If any bomber reaches the target, it is bombed flat and you win; lose all six, or your Spitfire, and the mission fails.
Zanesville
Campaign part 2, unlocked by winning Exit 41. Opens on cutscenes (click, tap or Space skips them). W/A/S/D or the arrow keys move (the arrow pad on a phone), aim with the mouse (or a finger), hold to fire the M4, R reloads. On the bridge, stay behind the sandbags and keep the infected off the three gunners. When the line breaks, the clock at the top counts down from 1:30: follow the arrow through the town and the terminal to Flight 9 on the apron and get up its stairs before the door closes. The guardsmen fall back with you.
Exit 41
Campaign part 2, unlocked by winning Last Road Out. Opens and closes on cutscenes (click, tap or Space skips them). On foot: W/A/S/D or the arrow keys to walk (the arrow pad on a phone); Shift or right click shoves whatever is in front of you. On the roof: aim with the mouse (or a finger) and click to fire the shotgun, one pump between shots; R reloads one shell at a time (it also starts on its own when the tube is empty, or after a second off the trigger); shove knocks climbers off the wall, sends one on the ladder back down and pushes anything on the roof over the edge. F fires a flare: one at the start, one more after 45 seconds, and the last only once you have held for 1:30. The last flare brings the helicopter: get under it.
Pause
P / Esc
Multiplayer
Invasion and Liberation can be played with friends on other computers: pick the mode, press Multiplayer, and host a game or join one under Open games. Everyone needs this page open from its claude.ai link (share it from the Share menu). In Invasion one player drives and the other aims and fires the vehicle's gun (the host picks a seat; anyone else watches). In Liberation everyone drives the tank they picked: the districts get bigger garrisons for every extra tank, and a knocked-out crew rejoins with a fresh tank when the next district is freed. The host's computer runs the mission, so a co-op mission can't be paused.