Objective
Pilot your vessel north through the Strait of Hormuz — a narrow maritime corridor — across 4 timed legs (~90 seconds each). Survive every leg and you've cleared the strait. Die and your salvage is banked toward your next run.
Controls
Designed entirely for one thumb in portrait mode. Everything is a touch — no buttons.
Steer
Hold and drag anywhere in the lower screen. Your vessel eases toward your thumb's offset from where you first touched down — this is a virtual-analog stick, not a teleport. Release to slow down lateral movement. You can nudge up and down slightly as well.
Tap — Single Tomahawk
A short tap (under 0.35 s) fires one Tomahawk missile at the nearest active threat. Costs 1 charge. The missile tracks the target's real-time position — you don't need to aim. An amber ring pulses briefly at your tap point to confirm the launch.
Hold — Heavy Salvo
Press and hold for 0.7 seconds. An amber ring grows at your touch point as the salvo charges. Release (or wait for auto-fire) to launch up to 3 Tomahawks simultaneously, each tracking a different threat. Costs 2 charges. Best used against drone swarms or when multiple threats converge.
Collect Airdrops
No button — just steer into supply crates as they parachute down the corridor. Green crates restore hull HP (+HULL). Amber crates refill your magazine (+AMMO). A burst ring and floating label confirm collection. Crates are always visible — they're never hidden by radar fog.
Reading the Radar
The radar sweep is the green line that descends from top to bottom of the screen, then resets. It is your primary situational-awareness tool.
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Amber Blips Appear
As a threat enters the corridor, its radar blip flashes amber on the sweep line. This is your earliest warning — the threat is far away but inbound.
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Ghost Reveal on Sweep
When the sweep line crosses a threat, it ghost-reveals as a translucent green silhouette. You can now see its type (mine / boat / drone) and heading — well before it reaches firing range. React early.
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Full Reveal at Close Range
Within ~160 points of your vessel, the ghost fades and the threat snaps to full color. It's now close — fire immediately or manoeuvre to avoid.
HUD — What's on Screen
The Four Legs
Each leg lasts ~90 seconds. Clearing all four completes the strait.
Leg 1 — Entry
Calm Waters
Mines only. Slow spawn rate. Learn the steering and radar rhythm. Collect a supply crate if you see one.
Leg 2 — Patrol Zone
Patrol Boats Added
Fast-attack craft start homing in. Practice double-tapping quickly to intercept before they close distance.
Leg 3 — Contested
Drone Swarms
Drone waves cross in staggered columns. Use heavy salvo to hit multiple drones in one press. Tension spikes.
Leg 4 — Breakthrough
Maximum Intensity
All threat types, tightest spawn intervals. One thumb, full focus. Clear this and you've made it through.
Salvage & Progression
Every run — win or lose — banks salvage currency based on three factors:
📏 Distance
Every metre north earns salvage. Go further, earn more.
💀 Threats Destroyed
Each confirmed kill adds to your salvage tally.
🏁 Legs Cleared
Checkpoint bonuses multiply your salvage for each leg you complete.
Spend salvage in the fleet screen between runs to unlock the Patrol Boat (600◆) or Escort Frigate (1,500◆). See Ships for full stat details.