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πͺ Deepwing: Colony
Build a base on a moon, gather crystals, make an army, and take over the
other side's base. You against the computer.
βοΈ Settings
Sound
Coach
Detail
Map size
Frame rate
Frame speed readout
The coach glows on the next thing to build. It is on for Cadet; turn it on for any rung. Turn the detail down if it feels slow. The game turns it down by itself on a slow device.
Pick π Missions on the menu for one job a moon: gather, build, make, hold on, take the base. The
first fifteen teach one thing each; after them they are made without end, a little harder each fifteen,
and each is checked before you play it to make sure it can be won. Taking every building of theirs
always finishes a mission too.
πΊοΈ Maps
Pick πΊοΈ Maps on the menu, then βοΈ Make a map. Paint rock and clear ground, move the fields, the vents and
your start: the other side gets the same, turned round, so it is fair. β Check and keep tells you
anything that is not fair (a start walled in, a field nobody can reach) and keeps the map when it is.
Every map has a code: copy it and send it, and π₯ Open a code plays the same map.
πͺ Take the moon
Two sides land on a moon. Gather crystals π, build a base, make an army, and pop or take
over every building of the other side. Nobody gets hurt: machines and robots pop into
bolts, and riders beam home.
π§βπ The Crew
Tinkers π§ dig crystals and carry them to the Hub or a Refinery π (each Refinery comes
with a Tinker). To build, tap a building on the side, then the ground: a Tinker walks there
and builds it, and more Tinkers build it faster. A Hub mover ποΈ drives anywhere and unfolds
into a new base.
π€ The Wildbots
Grubbers βοΈ dig crystals and carry them home. To build, tap a building on the side, then the
ground near your base: a Grubber walks there and becomes the building, so keep making
Grubbers. A Nest πͺΊ can go anywhere you have seen.
Flags stand round the moon. Stand more units on one than the other side has there and it
turns yours. Then it pays crystals or fizz every minute for each unit standing still on it:
more units, more pay, up to a point. Units that are fighting or hiding do not count. A worker
can also become an earner: it stops digging and earns where it sits. Lost every building?
You have three minutes to put down a new Hub or Nest with a builder, so keep one safe.
π«§ Fizz
Strong units need fizz as well as crystals. It comes from the green vents: the Crew put a Pump β½ on one
and it fills by itself; the Wildbots put a Sipper π§ on one, pick some Grubbers and tap the Sipper. A field
only digs so fast, so more workers than it can use wait their turn: build by another field. (No fizz on
Cadet.)
πͺ Tricks
Pick some units and their trick shows at the bottom. π A Tank locks down to shoot further, but cannot move.
πͺ Suits boost to fire faster for a while, for some of their strength. π³οΈ Buzzers dig in and hide until
something comes close. Swarms hit harder three together. Tinkers mend machines near them by themselves.
πΈ Fliers and the top
A Lab π¬ lets the Crew make Skimmers πΈ (they fly, from a Hangar π«) and Titans π€; a Hive π lets the
Wildbots make Gnats π¦ (they fly and hunt fliers) and Spitters π¦ (they lob from far, but not at what is
close). Fliers cross rock and are hit only by what shoots up: Suits, Rocket suits, Rovers, Stingers,
Shieldbacks (close by), Spitters, Gnats and the turrets. Pick a Lab or a Hive to give your side βοΈ weapons and π‘οΈ armour ranks, three each. A unit that
pops a lot of the other side earns a β .
βοΈ What beats what
Every unit is good against some of the other side and weak against others. The field guide below says
which, for each one. Tap a picture on the side, or pick some units, and the line on the screen says it
too. The coach says what to make against what you have seen.
β Big powers and tunnels
From Pilot up, each side has a big power, ready four minutes in and three minutes after each use: the
button above the groups. The Crew's π¦ Supply drop: tap anywhere for crystals at once and a look there (a
Buzzer dug in stays hidden). The Wildbots' 𦑠Burrow strike: pick up to ten robots, tap the button, then
a place you have seen; they come up there four seconds later, and the Crew see the ground stir first.
π Tunnels: pick robots and tap one of your Tunnels; they come out of the next one you made.
β‘ Power
Every building needs power. With too little, everything takes twice as long and turrets
stop. Build a Power cell β‘ or a Charger π.
π Your army
Tap one of yours to pick it, or hold a moment and drag a box round many. Then tap where to
go, or tap an enemy to attack it. π― then a tap: go there and fight what you meet. βοΈ
picks your whole army. 1, 2 and 3 keep a group: tap an empty one to keep what is picked.
Drag the ground to look around, and pinch to zoom.
π³οΈ Take over
Send a Tinker or a Grubber into an enemy building once it is under half its strength, and it
becomes yours.
π² π οΈ Sell and repair
π² then a building sells it for half back. π οΈ then a building mends it for some crystals.
π Sound
π at the top turns it off, and it stays off in every other game here too.