planet karsis · the regent's mining charter

WÜSTE ZWEI

desert two

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 Falkedisciplined nobles
  • Haus Schakalbrutal industrialists
  • Haus Vipermercantile 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.