Module slots
Six slot kinds: Front, Side (mirrored pair), Back, Top, Crew, Captain. Slot layout fixed per chassis (Wanderturm 1/1/1/1, Spiderburg 2 top/0 side, Tankenburg 2 front/0 back). 4 active abilities (Q/E/R/Space). New modules are offered in-run (player levels 3, 12, 24 per datamine); slots cannot be bought.
confirmed
Boss rank-up cards
Bosses 1-3 each grant DEFENSE or MOVEMENT (per-vehicle values in vehicles[]). Players debate: 'Defense is a noob trap' vs build-dependent; Chinese guide recommends 2 speed + 2 HP (note: only 3 picks exist per datamine).
likely
Slot boosters & hourglasses
Top/Side/Front/Back Module Booster +20% damage for that slot; Hourglass -10% cooldown for that slot (floor half base). Multiplicative vs additive stacking with type artifacts: unknown.
likely
Stage Overtime
If a stage runs past its deadline (~320-400 s) Overtime replaces normal spawning (30 s warning) until the stage boss dies: spawn interval ramps ~5x, Metzelman/mortar tiers escalate. Does not raise damage-taken multiplier.
likely
Endless Overtime (post-win)
Optional after boss 4: no boss, no neutral spawns, no health crates; damage multiplier steps up; ends on death; pays a separate silver line. Leaderboards track score (score legitimacy checker added 0.9.13). 'You Won!'/'All Lands Won!' achievements were bugged when entering overtime (fixed 0.9.9).
confirmed
Healing
Health crates 10%/25% max HP on a fixed schedule; repair fixture = full heal; boss kills don't heal; crates at full HP are pushed aside.
likely
Allied units
Summoned allies are invincible; since 0.9.14 also immune to fire, stun and knockback. Harvester/Caravan plough through them.
confirmed
Quests
58 quests: 27 stage quests (3 per map, 500-5,000 silver), 8 map unlocks, 9 dailies (3 a day from an easy, a medium and a hard pool, 250-2,500 silver), 12 module unlocks, 2 vehicle unlocks. Every quest is listed under Quests. Several quest texts mis-name modules or mis-state rewards; one reuses its count as the reward.
likely
Meta progression
Silver buys options (modules, crew, captains, vehicles, start artifacts), never permanent stats. Dev (tillf) confirmed this is intentional but is open to 'soft/fun meta progression' and admitted prices were too high.
confirmed
Eating / growth
Drive over edible targets to swallow them. Castle 'absorption rank' = vehicle rank (0-3, +1 per boss kill 1-3). Rank 0: people/livestock; 1: houses; 2: mills & small carts; 3: walkers/treasure carts. Eating gives gold; it does not heal (except via The Count/Vampire artifacts). The castle grows in size/rank, not in slot count.
likely
Damage types
Weapon damage families shown in the loadout/Ctrl stats screen: cannon, arrow, melee, magic, fire (player report). Type-scaled artifacts: Iron/Golden Bullet (cannonball), Bow (arrow), Sword (melee), Gem (magic). Burn damage is a separate type not boosted by Gems; fire impact of Fire Mage/Dash counts as magic; barracks units are melee; Front Barracks active is cannon damage (player testing).
likely
In-game numeric feedback
Optional floating damage numbers (0.9.13, settings). Ctrl opens a paused stats screen with per-module damage type icons and run statistics (Alt before 0.9.6; old overlay removed). Upgrade cards show numbers.
confirmed
Controls
WASD/point-to-steer, mouse aim, Shift nitro, Q/E/R/Space module abilities, Ctrl stats. Alternative controller driving style (0.9.8). No rebinding UI (as of 0.9.8).
likely