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.

Permadeath. Each run is independent. There are no checkpoints you can reload — but salvage currency and ship unlocks persist forever across runs.

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.

  1. 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.

  2. 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.

  3. 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.

Pro tip: Fire on ghost-revealed threats immediately. Missiles travel fast — a target at mid-corridor is a clean kill. Waiting until full reveal means the threat is almost on you.

HUD — What's on Screen

Health Bar Red horizontal bar at the top-left. Depletes on mine contact, boat collision, or drone strike. Empty = run over.
Charge Pips Green circles showing your Tomahawk magazine. Pips drain on fire and regenerate automatically over ~3 seconds each. A partially-filled pip shows recharge progress. Grab amber airdrops for an instant full refill.
Distance Metres traveled north. Your score is based on distance plus kills. Displayed in the top-right HUD and on the game-over card.
Leg Bar Progress bar below the distance counter. Fills over ~90 seconds. When it fills, a checkpoint flash clears the board and starts the next leg.
Tension Meter Bar that fills green → amber → red as nearby threats accumulate. High tension means many threats are close. At >85% it pulses — prioritise clearing the corridor.

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.


Survival Tips

01Fire early. Ghost-revealed threats are still far away. Missiles have time to intercept. Don't wait for the full reveal.
02Save heavy salvo for swarms. A drone wave of three is the perfect heavy-salvo target. Two charges, three kills.
03Charge pips regen — don't hoard. Firing often is fine. Charges refill in ~3 s. Going dry waiting for the perfect shot is worse.
04Steer for airdrops proactively. If you see a green crate drifting and your hull is below half, go get it. A small detour beats a run-ending hit later.
05Stay center by default. The corridor is narrow. Hugging a wall limits your escape routes when threats come from both sides.
06Watch the tension meter. When it goes red, the corridor is saturated. Fire heavy salvo immediately and steer to open water.
07Mines drift — predict, don't react. Mines move slowly and predictably. Fire at ghost-revealed mines as soon as the sweep crosses them.
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