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Null State Axiom

Create your commander

Pick the name your troops will know you by. It signs your reports, and your progress is kept under it on this device and in the cloud.

Cmdr — #0000

Type the backup code from your other device (Settings, Commander). Your commander and all its progress come back here.

Outposts destroyed 0
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Null State

Axiom
v2.1 · build Oct 11 10:40

ArmoryPermanent upgrades

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Medals are earned at the end of every operation: more for destroyed outposts, keystones held, kills and supplies hauled, plus a big bonus for destroying the Null Sub-Core. Ranks carry into every deployment, and the Null commander scales with your average rank and your Operation number.

Field ManualRules & Null dossier

Objective

The Null have seeded a Sub-Core in the north-east. Destroy it. Its shield only drops while you hold 3 of the 5 keystones (2 after 20 minutes) and have a Siege Camp close to it. If your own core falls first, the operation is lost. Cores cannot be broken in the first 12 minutes. There is no clock on victory: the war goes on until one core falls.

The Null never stop growing

For the first 25 minutes the Null match what they can take. After that their income and troop cap climb every minute, and their commander researches and claims further. At minute 45, Convergence breaks your core shield for good. You have a long time to find the opening, but not forever.

Supplies & scouts

Build a Depot on a supply deposit inside your land. Scouts run between depot and drop-off on their own, so every deposit needs a scout. Deposits run dry and then regrow slowly, so keep claiming new ground. Upgrade carry load, scout speed and depot slots under Tech. Enemy haulers can be hunted, and a dropped crate can be picked up by either side.

Scavenging

Tap a scout and press Scavenge. It roams in a random direction, loots crates, ammo cases, barrels and fuel drums, strips sheds, and reports the buildings it finds. It brings each load home and heads out again. Scout Kit ranks and carry upgrades mean bigger loads. Scavengers are not hauling, and they run from danger like any scout.

Houses & the breach

Cottages and farmhouses are Null nests. Select a squad and tap a house you have found. Only a squad with a Rifleman can breach a sealed door, and only infantry go inside. Cottages are small and hold at most 3 Null; farmhouses are big and hold up to 6, for far more loot. A tank in the squad stays outside and holds the door. Without one, a pod can burst mid-fight and add another Null. You see every Null inside before you commit. Odds are shown for the squad you have selected.

The room fight

Each round, tap one of your soldiers, then a Null, to aim it. Then press Lock in. The Null choose their targets at the same moment, and every shot lands at once, so damage beyond a kill is wasted. Spreading fire and focusing it both have their place. Damage and health come from your Armory ranks and research, so a well-upgraded squad is far stronger. Manual pays full loot, but command goes offline: the war does not stop, and your base defends itself until you leave. Auto keeps you in command, pays 40% and can go well or badly. You can switch to Auto or retreat between rounds. A nest stays exactly as you left it: wounded Null keep their wounds, the dead stay dead, and the broken door lets any infantry squad go back in to finish the job. Loot and the Null inside both grow as the war goes on. A cleared house gives a trickle of supplies, vision around it, and medals at the end.

Land

Claim ground with Outposts: radius 170, +3 troop supply, three module slots, 15 seconds to raise. Each one costs 1.5x the last, and it must overlap land you already hold. Upgrade one to a Fortress for radius 260, +5 supply and five slots. Enemy troops standing in an undefended zone drain its hold bar. An outpost cut off from the core network decays after a short grace period.

Keystones

Five sites matter most: Relay, Overlook, Ford and two Quarries. Wild Null guard each of them. Clear the guards, then plant an outpost on the site. The Relay also reveals the whole map, adds supply, and calls in a supply drop every three minutes.

Troops & supply

Rifle costs 1 supply, Sniper 2, Tank 3. Your cap starts at 5 and grows with land. Troops train at the core, Barracks (Fortress or core) and Siege Camps, 4 seconds per supply. Tap the map after picking a type to set the rally point. Riflemen carry 20-round magazines and snipers 5; both reload when empty and top up during lulls, so stagger your squads.

Squads

New troops form squads of up to six. Tap a squad badge, then the map, to move it. Hold stays put, Defend guards the ground, Auto picks its own tasks: answering attacks, escorting scouts, clearing guards, covering weak outposts. Squads announce what they do in the feed; tap a line to jump there. They fall back when outgunned and call for backup. Lock stops them changing tasks on their own. Balance evens out your squads: each gets a Rifleman and, while there are enough, a Tank, and the rest are spread so the numbers match. Troops stay in their own squad where they can, and squads inside a house are left alone.

Defenses

Turrets, walls and gates go on your own land: 4 turrets per outpost, 7 per fortress, and at the core 14 or more as your Command Center grows. Gates let your troops through and stop the Null. Mortars outrange, Slow Fields hold enemies in the open, and a Generator boosts turrets nearby (it explodes when destroyed). Buildings outside your land crumble.

Building

Every piece snaps to a grid. Pick a building and an outline appears: green where it can go, red with the reason where it cannot. Drag the outline or tap the ground to move it, then tap the tick. Walls and gates are drawn: drag across the ground and the line bends into an L; drag gates over your walls to convert them. Walls can be at most two thick, turrets need a one-tile gap between them, and the core must always keep a way in. Tap anything you built to upgrade it, upgrade a whole row of wall at once, or remove it. Upgrades are instant.

The Stronghold

Open Stronghold from the main menu to build your home ring between operations. Everything built there is waiting at the start of every operation, at its tier. It is paid for with Salvage, a slow currency earned at the end of each operation: for playing, winning, clearing houses, looting, destroying Null structures, holding Incursions and kills. Stronghold pieces cost more than building in battle, but they are yours for good. Raise the Command Center to allow more pieces, higher tiers (walls go Wood, Stone, Concrete, Steel, Alloy; turrets Mk I to Mk V) and a stronger core. A piece destroyed in battle leaves rubble you can rebuild with supplies, and it comes back free next operation.

The bag

Tap a piece you built and choose Store to put it in your bag instead of removing it. Open the bag from the button on the left: pieces are grouped into walls, defenses and support, and identical pieces stack. Tap a stack to place from it for free, at its tier. Walls and gates drawn from the bag stop at the number you have. Your Stronghold bag is kept between operations; a battle has its own bag. The paved plaza around the core can never be built on, so troops always have room to muster and get out.

Creative mode & goals

In the Stronghold, Creative gives unlimited Salvage so you can design the base you want. Finish design shows what the whole thing costs and how much Salvage is still needed, then saves it as your goal: its blue outlines stay on your Stronghold, and you tap each one to build or upgrade it as you earn. Discard leaves without saving.

Null Incursions

From minute 6, every four minutes the Null send a wave straight at your Stronghold, with a 20 second warning and a marker showing where it comes from. Incursions walk round your walls where there is a way and break through where there is not, so gaps, gates and turret lines decide where they go. At a shielded core they drain your supplies. Kill the whole wave to hold it: each one held pays Salvage. Null squads attacking your home ring use the same paths.

Tech

A Workshop unlocks six research tracks: Armor, Firepower, Training, Caliber, Plating, Optics. Levels 3 and 4 need Workshop II. Alloy from the Quarries pays for the late ones. The Null research too.

Null Surges

Every few minutes a band of signal noise sweeps the map. You get a 15 second warning with its direction. Anything it passes over, on either side, goes dark for 8 seconds: turrets, radars, generators, the core's guns. Do not attack into a turret line while the wave is on it.

Terrain

Units on hilltops shoot 20% farther. Water slows everyone. Forests hide troops unless something stands within 90 or a Radar covers them. Rock and mesas block movement.

Controls

Drag to pan, pinch or use −/+ to zoom, arrows to rotate. Tap your own troops, a squad badge or a structure to select it. Tap a visible enemy to open its intel card.

Null Forces · field dossier

The Null are human in origin: biotech evolution, total obedience. Nine designs have been catalogued. Tap any Null unit or structure during an operation to see its card.

SettingsSaved automatically

Commander

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Keep this somewhere safe. On a new phone, choose Restore when the game asks for a commander and type it in: your commander and its progress move there. The code changes each time it is used.

Audio

70%
90%

Graphics

Render qualityLower settings run cooler and smoother on phones.
ShadowsSoft sun shadows from units, trees and rocks
Swaying grassAnimated grass blades near the camera
Dust & particlesDrifting dust and kicked-up dirt

Gameplay

TipsShort hints at the top of the screen
Squad calloutsHow much your squads report in the feed. Key shows threats and losses only.
Auto-restock scoutsReplace lost scouts when supplies allow
Staged unlocksOpen systems over Operations 1 to 4. Applies next deployment.
Daily seedSame enemy commander and garrisons for everyone today. Applies next deployment.

Report log

The flag button (or F8) files an issue or idea from any screen, with a screenshot, signed with your commander. Reports go through the game's server. Optional for the game's owner: a GitHub token here is a second route if the server can't be reached. It is kept on this device only.

Training

Data

Null State

Deploying

0supplies+0.0/s
0alloy
0/5troops
0/8land0/5keys
core
Shielded
Null
0:00

Paused

Rotate your deviceNull State plays in landscape. Turn your phone sideways for the full view.