The campaign
One life. The war keeps the score.
A run is four sorties on one life, with no respawns. Purge, sabotage, extraction, seize and defense missions, and multi-stage operations that chain them — each fought in its own procedurally generated city, by day, at dusk, at night or under a toxic haze.
The front line moves with every sortie, across three acts that each end in a finale operation. Let it collapse and you hold the line. The salvage you bank buys weapons that outlast you; the casualty board keeps the names of the ones who didn’t.
After a sortie, open the Tactical Replay and scrub through the fight: what each enemy pilot knew about you against where you really were, and what their commander told them to do about it.