FAQ
- What will I do in this game?
- Escort 60 routes across two chapters. Plan carriage power, signal pulses and safe cargo deliveries. Escort the train through three encounters with hull remaining.

Escort 60 routes across two chapters. Plan carriage power, signal pulses and safe cargo deliveries.
0 / 60Escort 60 routes across two chapters. Plan carriage power, signal pulses and safe cargo deliveries. Escort the train through three encounters with hull remaining.
Fit the three carriages within your power budget. Turrets aim automatically.
Switch power during combat; change modules at stations. Choose one upgrade, then depart. Clear three encounters to unlock the next route. Armor resists autocannons; piercers break it. Frost slows fast raiders. Shields absorb hits; repair restores hull. From route 13, blue barriers block damage; a frost hit breaks them. One pulse cell removes barriers and stuns enemies on the chosen side for 2 seconds. Stations can recharge one cell instead of another upgrade; carry at most 3. From route 31, choose a branch before each encounter. Clear Freight to gain a crate; Service gives one pulse cell at departure. Deliver the required crates after three encounters. Sappers warn before stealing one carried crate; defeat or stun them in time. From route 41, purple insulated barriers require a pulse. Frost cannot break them. Reserve cells or take a Service detour.
Win to unlock the next route. Retry and Routes preserve unlocked progress; Replay starts this route with a fresh hull and fitting.
60 Route ยท Signal Switchyard / Cargo Junctions