WAR is SPACESTRIKE's large two-team objective mode. Each side has a full AI army, a fortified base, production buildings, repair and construction stations, and a base core. The battle ends when one team destroys the opposing core; the winning team receives the objective result and the room resets for a new war.

Teams
Blue Team 1 vs Red Team 2
AI roster
10 combat bots per team, plus human pilots
Enemy capacity
176 active combat enemies
Map scale
2× the standard room scale
Objective
Destroy the enemy base core
Structure rebuild
10 minutes for non-core WAR structures

How the army works

WAR keeps ten server-controlled ship bots on each team even when humans join. Human pilots are added to that baseline rather than replacing the AI roster. The room also supports up to 56 frontline units per team, while dedicated production buildings add tanks and heavy destroyers behind the defensive belt.

Destroying an enemy player or bot transfers half of that victim's current gold to the killer as both gold and score. A destroyed server bot returns after a six-second respawn delay. Human pilots respawn with 500 base gold, 30 percent of the gold they carried, 25 gold for each installed module, and half of the cost of unlocked skills that reset on death.

Base layout and the central belt

Each faction controls one side of the arena. The central third is deliberately kept outside the authored base-turret coverage, creating a neutral maneuver belt before attackers enter the defensive layers. Indestructible cover pieces form alternating approach lanes. Eight allied service stations are distributed vertically across each base so damaged ships do not need to return to one central dock.

WAR defensive structures

Live mini canvas: these units use the same appearance renderer as the game.

Hard turrets

Hard turrets fire slow, heavy shots and form part of the three-column gun belt. They alternate with gatling turrets so the openings in one row are covered by another. Treat a visible hard turret as a warning that an exposed straight approach is unsafe.

Gatling turrets

Gatling turrets track quickly and fill a lane with sustained fire. Their danger comes from keeping a ship exposed while other defenses acquire the same target. Fast ships should cross their arc decisively instead of circling in front of them.

Missile turrets

Missile turrets sit deeper in the base and threaten attackers before the close-range gun belt can fire. Multiple staggered columns form a missile net, so destroying only the first visible launcher does not remove long-range pressure.

Base core

The core is a regenerating objective with defensive lasers. It is more dangerous than an ordinary passive building and should be attacked by a coordinated group. Unlike other buildings, the core does not rebuild: destroying it immediately determines the winner and resets the room.

Production buildings and ground forces

WAR production line

Live mini canvas: these units use the same appearance renderer as the game.

Four tank depots per team each produce a batch of five tanks every 30 seconds. Two additional factories per team produce one heavy destroyer every 40 seconds. The first production cycles are staggered, preventing every facility from releasing its units on the same server tick.

Tanks are slow armored support units with area pressure, while heavy destroyers combine several weapon systems on a larger hull. Destroying their factories reduces future reinforcement pressure, but every destroyed non-core WAR structure leaves a wreck and is restored after 600 seconds.

Construction, repair, and respawning

Human ships spawn inside their team's protected base and receive up to 30 seconds of spawn protection while they remain inside that base boundary. Enter an allied service station to repair, rearm, and edit the modular ship. The protection is not intended as a permanent attack shield: leaving the protected base area clears its benefit.

WAR strategy tips

Do not fly directly through a full gun belt. Use the neutral central belt to scout which column has already lost turrets or factories.

Time a push after missile volleys. Their long cooldown creates a safer interval for fast ships to cross the outer range.

Attack production buildings when a direct core push is impossible. Fewer tanks and destroyers make the next assault easier, even though the buildings eventually rebuild.

Keep repair-capable or durable ships with the frontline. A lone fast attacker can reach the core but usually cannot survive the overlapping gun, missile, and core-laser layers.

Defenders should fight in front of damaged structures, not on top of the core. Trading time for the ten-minute rebuild can restore a broken defensive lane.