planet karsis · the regent's mining charter
WÜSTE ZWEI
campaign
reading local campaign…
difficulty
How well the enemy commander is thinking — and on a campaign, how much it starts with. Both sides play the same physics, the same costs and the same map: this buys the opposition tempo, elbow room and a bigger base, never an exception to a rule. A skirmish takes its strength from the dial below instead.
a steady commander on a working link — enemy bases ×1.25
skirmish
One map, no campaign bookkeeping. Same seed, same desert — leave it blank and the desert is rolled for you.
opponents
enemy strength
Their starting base, scaled — a visible handicap, not a hidden cheat.
how to play
- Goal
- Hold the Regent's charter on Karsis: build a base, take the Glimmer, and break the enemy commander. A mission is lost when every structure and every Bauwagen (mobile construction vehicle) you own is gone.
- Economy
- Ernter (harvester) mines a Glimmer field and unloads at the Raffinerie (refinery) for credits. Storage is capped by refinery plus Silos, and overflow is simply lost — spend it or lose it.
- Power
- Windfänger (wind trap) supplies the grid. Draw more than you supply and the base browns out: turrets go blind and the radar drops to static.
- Ground
- Structures go on rock only and must touch your base — sand will not hold a foundation. Sand belongs to the Wurm: it answers rhythmic movement, takes no orders, and cannot be killed.
- Fog
- Unexplored ground is dark, explored ground dims out of sight, and enemy buildings you have seen stay as frozen ghosts until you look again.
The complete control reference — keyboard, mouse and touch, generated from the live bindings — lives in the in-game menu under Esc or ?.
savegame
Your campaign progress lives in this browser and nowhere else. Clearing site data ends it — the savegame file is the only way back. It carries progress and settings only, never missions: mission data ships with the game and the server refuses anything it does not already know.
last export · …
storage · …
the houses
- Haus Falke — disciplined nobles
- Haus Schakal — brutal industrialists
- Haus Viper — mercantile schemers
Three arcs of nine missions on the same desert. The house you take decides your armour, your speed, your special unit and what the Palast can call down.
