
[{"content":" Where to Start # Two players with invites over discord or steam.\n","externalUrl":null,"permalink":"/tutorial/howto/","section":"Tutorials","summary":"","title":"How to Play","type":"tutorial"},{"content":" Objective # Gain control over the sector before your opponent.\nSetting # You are the commander of a fleet of ships tasked with hunting out the remaining treasures of the solar system.\nGameplay # Battles are conducted over a series of turns separated into two phases. The planning phase where orders are given and resolution phase where actions take place.\n","externalUrl":null,"permalink":"/tutorial/overview/","section":"Tutorials","summary":"","title":"Overview","type":"tutorial"},{"content":" Planning # The planning phase is a single moment in time when both players secretly assign orders to their ships. Orders allow your ships to change course, fire weapons, increase sensor range, and more.\nResolution # The resolution phase is where all orders are resolved simultaneously. Players have no additional input but information about enemy positions and intentions can be revealed. Once complete a new planning phase begins.\n","externalUrl":null,"permalink":"/tutorial/phases/","section":"Tutorials","summary":"","title":"Phases","type":"tutorial"},{"content":" Timeline Overview # The timeline is a tool that allows you to view previous and potential future turns. Scanning backward is key to understanding where enemy projectiles originated and where enemy ships may be hiding. Scanning forward is key to understanding if your plans and orders will have their intended effects. The current turn is indicated by the wedge at the top of the timeline.\nTimeline Control # Q/E: Move backwards/forward to the next turn Shift+Q/E: Move backwards/forwards at half speed Ctrl+Q: Move backwards/forwards one tick (1/40th of a turn) Left click on timeline: Go to specific turn Turn Submission # In the planning phase, once you are satisfied with your order you must lock them by submitting your turn. The indicator next to each player\u0026rsquo;s name will become filled when they have submitted. Adding or removing an order will unlock your turn and will require a resubmission. Once both players have submitted, the resolution phase begins.\n","externalUrl":null,"permalink":"/tutorial/timeline/","section":"Tutorials","summary":"","title":"Timeline","type":"tutorial"},{"content":" Influence Overview # Influence the measure of your fleets control over a sector. Once your fleet reaches the defined threshold the sector is recognized as yours and the match ends.\nEach player\u0026rsquo;s influence is displayed in the fleet summary in blue (your) and orange (enemy).\nOutpost Influence # Influence is primarily awarded throughout the resolution phase by comparing the number of controlled outposts.\n40 influence/turn is awarded to each team when both fleet control and equal number of outposts. 40 influence/turn is awarded to the team with control over the most outposts for each outpost you control over your opponent. No passive influence is awarded to the team with control over fewer outposts. Additional Influence Awards # Influence is awarded or removed when certain events occur.\n20 Influence is awarded when an enemy ship is destroyed. 100 Influence is deducted when you destroy an outpost. ","externalUrl":null,"permalink":"/tutorial/influence/","section":"Tutorials","summary":"","title":"Influence","type":"tutorial"},{"content":" Battlefield Overview # The battlefield is displayed in the center of the screen and contains several types of objects. Asteroids and outposts positions start known but enemy ships and projectiles will only be displayed while within sensor range.\nAsteroids # Asteroids are hunks of ice and rock that are actively being mined by the outpost.\nBlock sensors and hide what behind Break apart into smaller asteroids when damaged Outposts # Outposts are automated mining stations that are integral for controlling a sector. Capturing them is the primary way to gain influence. All outposts begin as neutral objects but can be captured, granting access to their sensors and influence.\nDust Clouds # Block sensors but do not block movement Incoming and outgoing projectiles leave dust trails Dust cloud cannot be destroyed ","externalUrl":null,"permalink":"/tutorial/battlefield/","section":"Tutorials","summary":"","title":"Battlefield","type":"tutorial"},{"content":" Captains # As commander you have between two and four captains and their respective ships each battle. These captains have unique ships with their own set of attributes and abilities. Their strengths and weaknesses will greatly affect what strategies will be effective.\nShip Selection # You can select a ship to display their information panel and give orders. Asteroids, enemy ships, and projectiles, can also be selected but they cannot be given orders.\nShip Controls # Left click on battlefield: Select object Left click on fleet summary: Select object Esc: Deselect current object Tab: Cycle between friendly objects Information Panel # The information panel displays all relevant information for a given ship.\nName Faction Icon Hull Points Energy Reserve Reactor Output Engines Sensor Array Weapon Systems Ability Systems Status Hull # Hull indicates how much damage a ship can take. When it is reduced to zero, the ship is destroyed. Each box has four states.\nFilled box: Intact hull Hollow box: Damaged hull Cross box: Newly damaged hull Plus box: Newly repaired hull ","externalUrl":null,"permalink":"/tutorial/selection/","section":"Tutorials","summary":"","title":"Ships and Selection","type":"tutorial"},{"content":" Energy Overview # Energy is a resource required for all orders, from weapon activation to movement. Each ship has its own energy reserve which it pulls from when an order is given. You can issue any number of orders as long as there is sufficient energy to pay for them. In addition to the reserve, each ship has a reactor that adds a set amount of energy to the reserve each turn. By using less energy than your reactor produces you can bank it in the reserve for future turns.\nEnergy Types # Filled yellow: Available energy Hollow green: Energy available next turn Hollow yellow: Exhausted energy ","externalUrl":null,"permalink":"/tutorial/energy/","section":"Tutorials","summary":"","title":"Energy","type":"tutorial"},{"content":" Movement # The trajectory of your ship is indicated by a white line. Ship velocity is inherited from previous turns, meaning careful management of acceleration is key to good positioning. Ship trajectory can be affected by collisions with objects and enemy projects, as well as the activation of their engines.\nEngines # To use ship engines, first select the ship to view its acceleration ring. By right clicking inside the ring you can order your ship to accelerate that direction, changing its velocity and end position. Acceleration is separated into several bands determined by the maneuverability of the ship. Each band requires one additional energy over the previous.\nEngine Info # Left click on Engine Icon: Reset energy level. Dotted orange line: Current acceleration band Solid orange line: Maximum acceleration Sensors # Sensors systems are how your ships detect asteroids, outposts, and enemy ships and projectiles. Neutral objects, like asteroids and outposts, start with their initial positions revealed but enemy positions begin unknown. These unknown objects will only be displayed once they are within sensor range. Each ship has a default sensor range which can be extended by assigning additional energy.\nSensor Controls and Info # Left Click Energy: Set energy level Left Click Icon: Reset energy level Yellow dotted line: Current range of your sensors Orange dotted line: Range of your sensor at the start of the resolution phase Orange dotted ships: Last known position of an enemy ship ","externalUrl":null,"permalink":"/tutorial/control/","section":"Tutorials","summary":"","title":"Movement and Sensors","type":"tutorial"},{"content":" Systems # Each ship has an array of tools that can be utilized to capture the sector. Weapon systems allow your ships to damage enemy ships, shoot down projectiles and break up asteroids. Abilities allow your ships to enhance their own abilities or apply negative conditions to your opponents.\nWeapon Activation and Targetting # Weapons can be activated in two methods, automatic mode and manual. In automatic mode, you select a target and the fastest intercept trajectory is calculated. In manual mode, a targeting ring/donut displays all possible trajectories and you must select which to use. Remember, you can always preview the turn to predict how your weapons will interact with the battlefield.\nWeapon Controls # Active/Deactive Weapon: Left click on icon Select target: Right click on battlefield Retarget: Right click weapon icon Toggle Targeting Mode: Click the A/M button for press the F key Guided Objects # Guided objects are deployed by ships and have their own energy reserves. This energy can be used to maneuver or use subsystems if present. Guided objects can be given orders by selecting them as any other ship. Once selected, guided objects can target points in space or specific enemy objects.\nToggle Fire Mode: A/M Button or \u0026ldquo;F\u0026rdquo; key ","externalUrl":null,"permalink":"/tutorial/systems/","section":"Tutorials","summary":"","title":"Weapons and Abilities","type":"tutorial"},{"content":" Conditions Overview # Conditions are time limited effects that change how ships and objects work. They are applied by weapons and abilities, and can enhance or weaken their target.\nPositive Conditions # Amped: Increases max acceleration Boosted: Decreases energy cost to use engines Energized: Adds energy to the reserve over time Reinforced: Reduces damage taken Repairing: Repairs hull damage over time Stealth: Decreases visibility Negative Conditions # Ability Lock: Prevents abilities from being activated Blinded: Prevents sensors from being used Compromised: Increases damage taken Damping: Rapidly decreases the ship\u0026rsquo;s velocity Degrading: Damages hull over time Disabled: Prevents energy from being used Drifting: Prevents engines from being used Sapped: Drains energy from reserve over time Shaken: Increases energy cost to use engines Slowed: Decreases engine max acceleration Tagged: Increases visibility Weapon Lock: Prevents weapons from being activated ","externalUrl":null,"permalink":"/tutorial/conditions/","section":"Tutorials","summary":"","title":"Conditions","type":"tutorial"},{"content":" Capturing Outposts # Having control over outposts is the primary way to gain influence. Each outpost has ten capture points indicated on the bottom of its information card. By using the capture laser ability equipped on each ship, you can add capture points. When you fill the capture bar you gain control over the outpost and its sensors. Neutral outposts can be affected by both players capturing lasers, while captured outposts can only be affected by the other player. You cannot prevent allied outposts from being captured.\nVictory Conditions # You win the game by accomplishing one of two objectives.\nReach the influence threshold before your opponent. Your opponent controls no ships or outposts. ","externalUrl":null,"permalink":"/tutorial/capture/","section":"Tutorials","summary":"","title":"Capture and Victory","type":"tutorial"},{"content":" Building a Fleet # Modes # Blitz # Choose 2 ships from a single faction. One must be classified as light (Corvette or Auxiliary) and one must be classified as heavy (Destroyer or Cruiser)\nCompete to gain control over a single outpost in a small map.\nClassic # Choose 4 ships from one main faction and a supporting faction. You must choose exactly one Corvette, Auxiliary, Destroyer, and Cruiser.\nThe main faction defines an upgrade that all your ships will start the match with.\nYou may select up to two ships from the support faction.\nCompete to gain control over three outposts in a medium map.\n","externalUrl":null,"permalink":"/tutorial/fleet/","section":"Tutorials","summary":"","title":"Fleet Management","type":"tutorial"},{"content":" Testing a Fleet # After selecting a fleet, you can press the button to enter a sandbox environment where you control both sides. This functions like a regular game except after you submit a turn, you gain control over the enemy team.\n","externalUrl":null,"permalink":"/tutorial/testing/","section":"Tutorials","summary":"","title":"Testing and Practice","type":"tutorial"},{"content":"Adriftwood Studio rose from the ashes of Sweet Potato Bread Games and continues to hold the torch of releasing our work at a relaxed pace. We\u0026rsquo;re hoping Tactics Adrift connects with the community of thoughtful strategy gamers who appreciate deception and mid-term planning.\nQuinn # Game Design and Art Direction\nQuinn loves games in all their forms from competitive card games, tabletop role playing games, and breeze or weighty board games. His other projects include: Seat Taken! (card game), Trilsean (TTRPG), Smugglers Reach (board game), and Mistweave (mega game).\nHawk # Programming, Programming, and more Programming\nHawk lives and breaths programming. When not working on UI at his day job or rebuilding the physics engine for Adriftwood, he can be found tinkering with 3D printing or playing games.\n","externalUrl":null,"permalink":"/about/","section":"Adriftwood Studio","summary":"","title":"About","type":"page"},{"content":" Tactics Adrift # A competitive simultaneous turn-based tactics game with vector graphics.\nIn Tactics Adrift, you assume the role of a privateer commander in the final days of our dying solar system. Hired by the Gilded Barons you must stake a claim on the lost mining operations and battlefields of the past. It is no easy job, however, as contracts are sent out system wide and there is always resistance. To succeed you must use every tool at your disposal to its fullest extent. The intel of the Corvette, the utility of the Auxiliary, the durability of the Destroyer, and the strength of the Cruiser will all be invaluable assets. Move wisely and victory will be assured!\nLearn More \u0026lt; \u0026gt; Steam Previous Next ","externalUrl":null,"permalink":"/","section":"Adriftwood Studio","summary":"","title":"Adriftwood Studio","type":"page"},{"content":"","externalUrl":null,"permalink":"/authors/","section":"Authors","summary":"","title":"Authors","type":"authors"},{"content":"","externalUrl":null,"permalink":"/categories/","section":"Categories","summary":"","title":"Categories","type":"categories"},{"content":"Official posters and promotional artwork for Tactics Adrift.\nThe gallery showcases concept art, keyframes, and promotional materials for the game\u0026rsquo;s planets, ships, and space battles. Each poster captures a distinct moment in the galaxy-spanning conflict between the Gilded Barons, the Syndicate Alliance, and the Callistans.\nPoster Visual Description (alt text equivalent) Remnants_Poster.png Dark space battle scene with explosions and destroyed vessels Callistan.png Orange-hued desert landscape with alien structures Ephemeris.png Nebula-filled cosmic vista Vestige_Poster.png Ancient ruins on an abandoned world Previous Next ","externalUrl":null,"permalink":"/gallery/","section":"Adriftwood Studio","summary":"","title":"Gallery","type":"page"},{"content":"Quick reference for all in-game key bindings.\nKey Action Category Q / E Move backward / forward on timeline Timeline Shift + Q / E Half-speed timeline scrub Timeline Ctrl + Q Move one tick (1/40th of a turn) Timeline Tab Cycle between friendly objects Selection Esc Deselect current object Selection F Toggle targeting mode (A/M) Combat Left / Right Arrow Pan viewport left / right Navigation + / - Zoom in / out Navigation Space Confirm selection / execute action General Ctrl + S Save snapshot General Tip: Hover over any ship or unit to see its available actions and current state. Most abilities can be activated by left-clicking the target or pressing the ability hotkey shown in the UI.\n","externalUrl":null,"permalink":"/keyboard-controls/","section":"Adriftwood Studio","summary":"","title":"Keyboard Controls","type":"page"},{"content":"","externalUrl":null,"permalink":"/series/","section":"Series","summary":"","title":"Series","type":"series"},{"content":" ","externalUrl":null,"permalink":"/tactics/","section":"Adriftwood Studio","summary":"","title":"Tactics Adrift","type":"page"},{"content":"","externalUrl":null,"permalink":"/tags/","section":"Tags","summary":"","title":"Tags","type":"tags"},{"content":"","externalUrl":null,"permalink":"/series/tutorial/","section":"Series","summary":"","title":"Tutorial","type":"series"},{"content":"","externalUrl":null,"permalink":"/tutorial/","section":"Tutorials","summary":"","title":"Tutorials","type":"tutorial"}]