Hold the shrine. Purge the heretic. Burn the daemon.
Controls
Left thumb on the stick to move (the Inquisitor auto-fires)
Tap a build slot, then tap the ground to place; drag to lay belts
Tap a defence to select it: its card stays open to upgrade, repair, sell or specialise. Tap it again, or ✕, to let go
Strat opens the stratagems: pick one, then tap where to throw
⟲ ⟳ rotate the camera, pinch or + / - to zoom, Turn turns a belt or factory
WASD move the Inquisitor (auto-fires)
B switch build tab, 1-6 pick, LMB place, RMB/Esc cancel
T turn a belt or factory's output (while placing, or hovering one)
Z/C rotate the camera, wheel to zoom
Hold Shift + WASD to punch in a stratagem code, then LMB to throw the beacon
Hover or click a defence: U upgrade, R repair, X sell. Clicking selects it, so its card stays open (click again or Esc to let go)
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, M mute
Doctrine
Guns need ammunition. Turrets inside the wire draw on the shrine's stockpile; anything further out must be fed by belt.
Put drills on ore veins and brimstone vents. Belt ore into a press for rounds, brimstone into a refinery for fuel, both into the shell works for shells.
Belt anything into the shrine: ammunition fills the stockpile and raw ore becomes scrap. Far deposits are richer.
Belts have two lanes. Join a belt from the side to load its near lane; splitters share items between two belts; underground belts (entrance, then exit up to 4 cells on) pass under anything.
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 show where the next wave breaches. Fronts drift, and later waves burrow up in the open field.
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 field's edge.
After each wave, bless a turret type with a card. Every 5 waves a merchant RV visits; hire as many guns as you can afford. Pilgrims may come to fight beside you.
Standing the vigil as
THE SHRINE FALLS
FIELD MANUAL
Damage vs. armour multipliers
PAUSED
PROJECT HELLFIRE
Who stands the vigil?
MULTIPLAYER
Co-op for up to 4. One shrine, one purse.
or join a friend's room
WAR COUNCIL
Room code - give it to your squad
Your creed
TURN YOUR DEVICE
Project Hellfire is played in landscape. Rotate your phone sideways to continue; the vigil is paused until you do.