Scrap
0
Faith
0
Kills
0
Wave 0
Call the horde [Space]
Shrine
Inquisitor
Lv 1
-
Beyond the wire: your defences take +50% damage while you roam
PROJECT HELLFIRE
Hold the shrine. Purge the heretic. Burn the daemon.
Controls
WASD
move the Inquisitor (auto-fires)
1
-
9
pick a defence,
LMB
place
RMB
/
Esc
cancel build
Hover a defence:
U
upgrade,
R
repair,
X
sell, click to specialise at Mk III
Q
armory (between waves),
E
trade at the RV
Space
call the next wave early (bonus scrap)
F
2x speed,
P
pause,
H
help
V
dither filter,
M
mute, wheel to zoom
Doctrine
Turrets go
inside the wire
. Traps and sandbags can go
outside it
, up to the outer ring.
You can only build within reach of the Inquisitor.
The horde paths around your walls. Seal every path and it will tear through instead.
Match damage to armour: fire for chitin, blessings for daemons, bullets for flesh.
Red markers on the map edge show where the next wave breaches.
Walk over what the dead leave behind to burn it for experience. Level-ups make you stronger.
You can roam the whole map, but your defences suffer while you're beyond the outer ring.
After each wave, bless a turret type with a card. Every 5 waves a merchant RV visits.
Standing the vigil as
Change name
Singleplayer
Multiplayer
THE SHRINE FALLS
Rise again
Main menu
FIELD MANUAL
Damage vs. armour multipliers
Back [H]
PAUSED
Resume [P]
Quit to main menu
PROJECT HELLFIRE
Who stands the vigil?
Confirm
MULTIPLAYER
Co-op for up to 4. One shrine, one purse.
Host a game
or join a friend's room
Join
Back
WAR COUNCIL
Room code
- give it to your squad
Your creed
Begin the vigil
Leave