Your class: Grenadier. Visit the quartermaster in the courtyard to change it.
Endless deployment · 300 kills per stronghold
Your garrison awaits your return. Good luck with the birds.
Select your specialisation. Defeat commanders to unlock equipment.
Even the birds respect a pause menu.
Your current run stays paused until you resume.
Spend your saved gold. Each item can be bought once; purchases carry into the next sector. The run is paused.
Weapons replace your current pickup weapon. Your class primary stays available with Q.
1 / 2 / 3 TO SELECT · SPACE TO CONFIRM
Auto adjusts scenery and resolution to keep play responsive.
Reduced motion removes camera shake and muzzle flashes. M toggles sound during a run. A keyboard and mouse are required.
Collect blue XP to earn a choice of upgrades. Explore each 720-metre sector to find Fort Feather. Sighting the stronghold saves its position on your field map. Survey masts narrow the search, and supply camps replenish your reserves. Kills unlock the gate independently; return to the saved marker and green beacon, press E to breach, defeat the boss commander, claim a permanent boss perk and travel to the next Australian biome. Your build and unspent gold carry between sectors, but reset on a new run. A wandering trader has a 40.5% chance to appear after 30 seconds in each sector. Follow the gold diamond and press E nearby to buy exclusive weapons or permanent run powerups. Stock is limited and leaves when you breach the fort. Shopping pauses combat. On level-up, press R or click Re-roll to replace your upgrade choices for 20 gold, then 35, 50 and so on across the run. Boss trophies cannot be rerolled. Biomes are shuffled each circuit; the run ends when you die.
Find illuminated weapon crates: SMG (cyan), shotgun (orange), and LMG (gold). Press E nearby to equip; Q swaps to your unlimited-ammo class primary. Choose Scout for speed and a longer dash, Grenadier for a right-click grenade every 6 seconds, Sniper for armour-piercing shots through up to three enemies (five with Marshal’s decree), losing 25% damage per enemy and dealing 50% bonus damage to armoured emus and juggernauts, or Heavy for health and sustained fire. Grenades damage enemies without friendly fire; cooldowns pause in menus. Pickup ammunition is finite and caches resupply after 90 seconds. Aim directly for the head for bonus damage; a small body aim assist helps at close range. Cover blocks bullets. Blue-goggled gunners fire visible projectiles; purple bombardiers lob eggs at marked circles. Red-vest chargers rush in and fuse before exploding. Shoot one early to blast nearby emus, including other chargers. Keep clear of the blast yourself. Commanders have distinct attacks: Plume combines aimed volleys and artillery, Ironbeak sends expanding shockwaves and heavy charges, Gale strafes with bombs, and Dustclaw chains dashes into a radial sand burst. Watch ground markers and time your dodge through shockwaves. Threat rises every 30 seconds outdoors. Juggernauts have heavy armour and a marked ground slam. Small dashers commit to a white charge lane. Flying bombers cruise overhead; aim up to shoot them. Each boss unlocks one random equipment item in the next free slot: air strike, birdseed decoy, sentry turret or shockwave. Air strike targets a line 12–24 metres ahead; each blast has an 8-metre radius; its cyan markers are safe for you, but exploding red vests still hurt. Birdseed is thrown 9 metres ahead and lasts 16 seconds. Sentry turrets last 22 seconds and shoot nearby enemies automatically. Select turret module cards to unlock grenades at Mk 2, faster fire and longer deployment at Mk 3, homing rockets at Mk 4, and a healing ring at Mk 5. Only one friendly turret can be deployed at a time. Shockwave stuns and pushes nearby emus, clears projectiles and grants 1.5 seconds of protection. Their base cooldowns are 45–55 seconds; only active play counts. Decoys do not distract bosses. Equipment-specific upgrades enter the pool once unlocked. The timer and all cooldowns pause in menus. Healer emus with green packs support nearby enemies from sector three. Orange-helmeted engineers from sector four deploy destructible turrets. Each commander calls only its themed minions. After all six commanders have been defeated, an extra roaming boss may appear outdoors; defeat it before entering the fort. Its defeat rewards gold, XP and recovery without skipping the sector. Six boss commanders cycle in a shuffled order, with no repeats until you have faced all six. Boss equipment is shuffled separately each run, filling all four slots without duplicates. Completed connected runs submit to the public leaderboard. F9 opens photo mode during a run. See the field guide for classes, weather, commanders and optional missions. Historically Inaccurate Studios.
Department of Emu Containment · An alternative 1932
V1 · 1.0.0The garrison can wait. The paperwork cannot.
WASD to walk, mouse or arrow keys to turn, E at a station.
Your uniform, your questionable taste. Mix uniform colours and unlockable hats. Appearance only.
“They have wings.
We have paperwork.”
An informed soldier is an efficient soldier. Please read all six hundred pages before panicking.
▲ You● Supplies● Survey mast● Weapon cache● Stronghold● Optional order● Mission destination
Explore to uncover terrain and optional field orders. Press E at an amber marker to volunteer.
Discover the stronghold, earn the required kills, then return to breach it.
PNG captures the scene without menus.
Ten biomes. Six commanders. Six classes. An endless campaign with changing conditions.
Explore to discover amber mission markers. Press E beside one to volunteer for a civilian escort, relay defence, dispatch recovery or supply sabotage. Only one order can be active at a time. Completed orders award gold and XP for this run. T shows discovered orders and your active destination. Leaving for the stronghold ends unfinished orders. Kills still unlock the gate. Terrain is part of every mission and cannot be switched off.
You can also right-click the photograph and save the image.