OASIS CITADEL THE BURNING FRONTIER
GOLD 850
TIMBER 240
STONE 420
PROVISIONS 180
SUPPLY 12 / 48
THE BORDERLANDS / CAMPAIGN

The Sapphire Oasis

Protect the Citadel. Hold for ten waves.

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WAVE I / X

A moment of peace

Your scouts watch the shifting sands.

Next siege in 01:00
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✥ Unfurling the banners Preparing your oasis…
THE SAPPHIRE OASIS
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YOUR DOMAIN

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STONE & SANDSTONE Choose a structure to place
A strong wall is only as brave as the soldiers upon it. GARRISON READY
THE BURNING FRONTIER

Oasis Citadel

A home worth defending.

THE SAPPHIRE OASIS Version 2.10 · Finer Walls
BUILD · COMMAND · ENDURE
THE BURNING FRONTIER

Your citadel awaits

Raise your walls. Gather your people. Make a home in the desert.

THE COMMANDER’S FIELD GUIDE

A home worth defending

Raise the walls

Choose a structure and tap a site, or drag to plan a wall. Review the total price and choose Confirm build or Cancel. Explore lets you pan and pinch while keeping a plan. Towers and gates can replace wall tiles and join the surrounding masonry. Press R to turn a gate.

Command your troops

Click a soldier or drag a selection box. Shift adds to your selection. Right-click the ground to march, an enemy to attack, or a wall or tower to station troops. Double-tap a soldier to select matching troops within two tiles. On phones, Select toggles area selection: drag a box, or tap troops to add and remove them, then choose Done to give orders. Type chips filter a mixed company; All restores it. Two fingers move or zoom the map in every mode. Explore protects your selection while you navigate with one finger.

Take the battlements

Infantry enters the gatehouse and reaches its roof internally. A separate wall staircase also gives access to connected battlements. Every wall tile holds one soldier. Towers hold two to six. The Keep has eight visible stations and its own internal entrance. Tap a garrison's troop type to select those soldiers for redeployment. Cavalry and siege crews remain on the ground. Use “Descend” to leave the battlements.

Keep your people fed

Quarries supply stone, markets bring gold and timber, and date gardens feed the garrison. Wells heal nearby troops. Build dwellings to house a larger army. Survive ten waves to secure the oasis.

Heroes of the oasis

Summon each hero once from the portraits on the left of the battlefield. Heroes are far stronger than soldiers and act on their own; you only choose where they fight. A fallen hero returns from the Keep after a short rest, free of charge.

Raider champions

Every fifth wave a champion leads the raid; from wave ten, two. The scout report names them. Bring them down quickly: each has a trick of its own.

Engineers and siege crews

Build an engineer workshop, then select it to commission catapults, field ballistas and engineers. Each mobile engine needs one nearby engineer to move and fire. Free engineers join uncrewed engines automatically. Company orders keep selected engines with their crews.

Spare engineers repair safe structures at 1.2 health per second, prioritizing the Keep, walls, towers and gates. At most two work on one structure. Repairs spend materials and wages based on its construction cost. Work stops near raiders and for six seconds after damage. Passive pauses a free engineer's automatic work. Immediate repairs cost three times as much and also require safety.

Stances: who moves on their own

Guard (default): when a soldier is struck, or a building within two tiles of it is attacked, melee troops march out to fight the attacker, then return to their post. Aggressive : melee troops also hunt raiders within five tiles. Passive : the soldier never moves on its own but still strikes enemies in reach. Archers, crossbows and siege crews never walk on their own; they fire at anything inside their range. Troops on walls, towers and the Keep stay at their posts until you order them down.

A company with a purpose

Pikes counter cavalry. Cavalry hunts exposed bowmen. Crossbows pierce armor; maces break heavy infantry. Longbows trade protection for reach. Keep a mixed army and use the walls for cover.

Elite infantry uses two supply; European knights use three. Low provisions reduce damage by 25%. During preparation, faster raid settings scale income, food use and recruitment together. Combat rates stay fixed, keeping the resource opportunity per raid consistent.

Your gatekeepers are watchful. Gates open for approaching friendly soldiers and close if any enemy comes within four tiles. A sealed gate waits until the danger passes.
Q / E Rotate view ↑ ↓ ← → Pan F Center W Wall G Gate Tab Army Esc Cancel
A NEW FRONTIER

Choose your battle

BATTLEFIELD
RAIDERS
RAID LEADER
LENGTH OF THE WAR
THE DESERT REMEMBERS

The Citadel has fallen