FIELD MANUAL // REV 1.0

Win the room before the swarm reaches you.

Room Siege AR combines spatial setup, path-building, target counters, and an earnable permanent arsenal.

01 / DEPLOY

Place the battlefield

SCAN

Find a surface

Hold the iPhone in portrait and move slowly across a clear, well-lit floor or tabletop until tracking locks.

AIM

Choose the approach

Face the direction the invasion should enter from. Each level gets a resettable 30° forward sector.

SET

Confirm the field

The 7 × 12 grid lands on the surface. ARKit maps classified raised surfaces into route-safe obstacles; LiDAR devices add denser scene-reconstruction detail.

02 / ROUTE

Bend the path. Never break it.

Solid towers block tiles and force ground bugs onto the least-cost route to your barrier. Every placement is validated, so the final route can never be closed.

SPAWNYOU

Hazards steer instead of block

Shock and Glue Pads remain traversable but add path cost. Bugs prefer a clean detour—unless your layout makes the dangerous lane their best option.

Air plays by different rules

Mosquitoes and wasps ignore placed ground blockers and receive individual meandering approaches around scanned walls, each roughly 1.5× the direct grid distance. Flak, Frost, and Fan defenses add damage, slowing, and pushback.

03 / ARSENAL

Know every tool

DefenseTargetRoleDeployment
Pulse TurretFast twin-barrel tracking for dependable single-target damage.GroundPrecision fire55 salvage
ϟArc CoilHigh-voltage arcs jump through tightly clustered ground bugs.GroundChain damage95 salvage
Flak CannonExplosive shells punish groups of mosquitoes and wasps.AirAerial burst80 salvage
Frost BeaconA rotating crystal slows every nearby threat, ground or air.BothField control75 salvage
Shock PadA route tile that shocks bugs every moment they cross it.TileLane damage30 salvage
Glue PadSticky cells drag ground movement down and encourage detours.TileGround slow25 salvage
Fan ArrayA fast rotor buffs flyers backward and keeps them exposed.AirPushback70 salvage
04 / THREATS

Read the swarm

Every production insect has its own physical scale and motion profile. The beetle is a photographically textured Smithsonian museum scan. Ants, roaches, and beetles use alternating tripod steps; spiders and scorpions alternate four leg pairs; mosquitoes and wasps beat mirrored wing pairs at species-specific buzz rates. Individual timing keeps neighboring bugs out of lockstep, while Frost, pause, and combat speed change motion and travel together.

Ant

Fast basic swarm

HP
35
SPD
0.75

Roach

Durable lane pressure

HP
70
SPD
0.58

Spider

Quick flanking threat

HP
52
SPD
0.90

Beetle

Armored damage sponge

HP
125
SPD
0.42

Scorpion

Late-sector heavy

HP
210
SPD
0.38

Mosquito

Fast route bypass

HP
40
SPD
1.00

Wasp

Tough aerial attacker

HP
85
SPD
0.86
05 / CAMPAIGN

Fifteen sectors. Five escalating chapters.

Each five-wave sector introduces threats gradually and adds a tactical directive. Clear the sector for one star, protect at least eight integrity for another, and complete its unique directive for the third. Two stars unlock the next sector; cleared sectors remain replayable for gears and a better rating.

SECTORS 01–04

The First Crawl

Ants and roaches

Learn routing, reserves, and combined arms.

SECTORS 05–06

Hard Shells

Beetles join

Power nodes reward deliberate tower placement.

SECTORS 07–08

Web Signal

Spiders join

Fast turns test overlapping fields of fire.

SECTORS 09–12

Airborne

Mosquitoes and wasps

Air vents and mixed coverage shape each flyer's wandering approach.

SECTORS 13–15

Final Infestation

Scorpions and full swarms

Heavy pressure ends in an all-species gauntlet.

Three-star mastery

Secure, hold, and complete the sector directive.

Distinct field conditions

Salvage caches, power nodes, and air vents alter deployment.

Replay without penalty

Return for gears, improve the rating, or test a new build.

06 / PROGRESS

Two currencies. Two time horizons.

Salvage drops during a level and pays for that deployment only. Gears persist between levels and unlock your broader strategy.

Portrait Workshop upgrade interface

Permanent, but never permanent-pressure

Upgrade tower damage and fire rate, expand placement capacity, or improve salvage recovery. Refund every spent gear at full value whenever you want to rebuild.

Optional purchases stay optional

The entire campaign and every combat upgrade are earnable through play. Gear packs offer convenience only; no defense, level, or ability is exclusive.

TRAINING // 2 WAVES

The first mission teaches the whole loop.

Scan, place a Shock Pad on the route, position a Pulse Turret beside it, launch, reinvest dropped salvage, and earn your first two permanent level upgrades.

If a bug survives, its live model lunges mouth-first at the lens while a red flash, bite or sting sound, and haptic strike communicate the breach. Reduce Motion keeps the warning with a shorter snap.