The command hall
Prepare your banner, then take the field.
The Crownroad
Choose a destination, or inspect the active route.
✧
S
Current arrangement
Checking local campaigns…
Keep a seed code from the workshop to recreate this starting field. Practice supplies reset between attempts; the attempt itself is not saved. Export saved deck codes before a fresh retry or new field.
This assisted session is separate. Your original campaign stays in its own tab.
Battle paused
Take your time. Your battlefield is frozen.
Local checkpoints are available for campaigns. Export a file for a backup.
Assisted preset · rank 8 hero/basic arrow · rank 2 acquired skills · heavy infantry and cavalry · automatic army recruitment · 1,500 gold budget.
Your campaign is in its original tab. Close this demo tab to return.
Battle ended
Close this demo tab to return to your original campaign.
Return to the beginning?
Enemies reset. Your earned gold and experience stay with this profile.
Keep this battlefield paused?
Live battlefields stay in this tab. Campaign checkpoints restart from the saved opening; practice sessions need an export to keep.
Settings
Battle
Set the challenge for your campaign.
Aiming
Choose how you draw your bow.
Precision
An alternative to battlefield aiming.
Controls
Keyboard bindings and mouse / touch reference. Preferences stay on this browser.
Experiment with any battle or ability in a separate test profile.
The Wayfarer Charter
Controls
Keyboard
Choose Change, then press one key. Escape cancels key capture; Tab returns to navigation. Each action needs a different key. Apply controls to keep your draft.
Seeded Skirmish
Replace this practice attempt? The new field starts with fresh supplies. Its gold, XP, result and saved decks will not carry over. Export deck codes before replacing it. Your other sessions stay untouched.
The Crownroad
Campaign profiles
Continue a campaign
Up to nine active campaigns.
Switching returns to the start of the selected battle. Earned gold and experience stay with its profile.
Remove this profile from the current session? Export first if you want to keep it.
Begin a new campaign
A fresh bow. A new banner.
Completed campaigns
No completed campaigns yet.
Deck
Unlock an ability, then arrange your loadout.
Battle report
Inspect this battlefield or keep a text report for a bug report. This is not a save or replay. Nothing is sent automatically.
The proving ground
A separate assisted profile. Level jumps, grants and forced outcomes are marked as test results.
Choose your battle
Stock the arsenal
Battle conditions
Finish controls use the normal summary, armory and campaign progression.
Open phone viewport labSynthetic stress field
Artificially staged ordinary troops for a bounded render/input check. No natural waves, campaign progress or saves. Starts paused; Reset and Return discard supplies.
Your army
Temporary levies
Four finite waves: 3 foot soldiers, 1 archer and 1 healer each, all rank 2. No gold or reserve cost; no contracts or skill XP. Frontline / Support orders apply. Bodies retain their levy slots until cleared. The L pennant marks temporary troops.
Holding the line
Field slots include keep guards. Hero and companion are separate.
Waiting to enter
FIRST IN · FIRST OUTSquads spend gold and reserve now, then enter after Resume. Owned contracts and ranks survive defeat. Reserve refills for each new battle or retry; spent gold is not returned.
Combat details & tactics
Campaign vault
Device-local saves
Three collection slots. Each can contain up to nine campaign profiles.
Checkpoints keep your opening resources and settled results. Reloading restarts a battle; it does not resume soldiers, projectiles, or unfinished rewards.
Keep your progress
Save every profile and completed record.
Restore a campaign
Resume at the start of the saved battle.
Imports are reviewed before opening in a new local slot or for this session only. Existing local saves stay unchanged.
Deck
Battle-ready
Select a card, then tap a destination key.
No bow equipped. Squad and companion controls still work. Basic Arrow is always owned and free to equip.
Companion · separate slot · G
Placement & controls
Any ability fits any of the 30 action-bar keys. Tap a card, then a destination key to place it. Filled keys swap. Placing a reserve card on a filled key returns that card to reserve; you keep both.
Drag from a card’s dotted handle or a filled key. Hover over a bar tab to switch bars. Release outside a key or press Escape to cancel a drag.
Keyboard: Tab and Enter select cards and keys. Inspect opens details without changing your placement selection. During battle, keys 1–9 and 0 activate the current bar; G controls your separate companion. Reserve abilities stay owned but do not cool down.
Choose your next move
Refine
Saved decks
A bar is ten battle keys. A saved deck remembers all three bars, plus your separate companion and castle slots. Saving or importing a deck never equips, buys or upgrades cards.
No bow equipped in your current loadout. Use squad and companion controls, or equip your always-owned Basic Arrow for free.
Keep or import deck codes
Deck codes contain named arrangements only. They grant no cards, gold, ranks, companions, or campaign progress.
Basic Arrow
A fast-reloading standard shot.
Rank 0 · Bar 1, key 1
Compare with an equipped card
Full card stats and notes
Inspecting keeps your placement selection and collection filters.
Precise aim
Save an angle and power for repeatable shots. Turn on the precise-shot control to use it during combat.
You can still aim directly on the battlefield.