SCORCHEDMARSSCORCHEDMARS.APP / ORBITAL ARTILLERY
LOCAL PLAY · NO QUARTERS REQUIREDMARS / OPEN SEASON
The BadlandsDust, iron, and unfinished business.
♫ Dust & Iron
WELCOME TO THE RED PLANET

SCORCHEDMARS

Red planet. Big grudges.

A little angle. A little power. An entirely new world of collateral damage. Take on friends or AI in a battle for the high ground.

DESTRUCTIBLE TERRAINLOCAL MULTIPLAYERAI OPPONENTS
SCORCHEDMARS.APP — MAKE YOUR MARK.
MISSION SETUP 01—06

Pick your rivals.

Pass the keyboard. Settle the score.

Start with basic shells and $150. Earn your upgrades.
CREW ROSTER

Make your mark.

Enter up to three letters or numbers for each human player. Leave blank to use Player 1, Player 2, and so on.

FIELD GUIDE / 001

Make every shot count.

Adjust your angle and power, choose a payload, then fire. At 0° you shoot right; 90° is straight up; 180° shoots left. Wind pushes shells in the indicated direction. Watch the striped windsock, drifting weather, and gust trails: a fuller sock and longer, faster trails mean stronger wind. The meter beside the wind readout shows its strength. Drag on the battlefield to aim, or use the arrow keys and Space to fire.

Explosions carve craters. Tanks tilt and roll down steep slopes, fall when support disappears, and take damage from hard landings and collisions. Hit an enemy directly for the most damage. Your explosions can hurt you, too.

Blasts throw a little earth back onto the field. Loose soil rolls downhill and piles up; the next turn waits for it to settle. Tan, layered sandstone breaks more easily than blue-gray granite. Rocky ridges block shells and resist excavation. Dirt bombs pile earth on top of tanks. A buried tank cannot drive, and its shells lose power boring out through the cover; blasts or sliding soil dig it out. Losing ground beneath your tracks can cause a damaging fall.

Hold A or D, or the ◀ ▶ buttons, to drive before you fire. Driving burns fuel, and climbing burns more. Each tank starts the match with 50 fuel; buy more in the armory. Tracks cannot climb slopes too steep to park on, and driving off a ledge causes a real fall. Your last shot this round is ghosted on the field with its angle and power, so you can correct your aim.

Every damaging hit earns dollars. Direct hits, long range, high arcs, and wind use add bonuses. Watch the cash receipt for your payout, including damage caused by falls. Earn $100 per knockout and $150 for surviving a round, plus $200 for everyone at round end. Most round wins takes the match; dollars remaining break ties. After 12 volleys, escalating attrition ends a stalemate.

Use the Speed button below the firing controls to cycle through 1×, 2×, and 4× at any time. Your turn still waits for you to fire. Faster speeds skip radio quips; music keeps its normal tempo. Set your optional initials from mission setup.

When only computer tanks remain, use Fast forward to watch the rest of the round at up to 24× speed. Switch back at any time. Leaving fast-forward restores your selected 1×, 2×, or 4× speed.

Between rounds, buy ammunition and a shield with your dollars. Health resets each round. In local multiplayer, take turns at the same keyboard.

Buy Needle shells to pierce defenses, Bouncers for a second chance, Cluster shells for an aerial spread, or a Mini-nuke for a huge blast. Armor reduces blast damage; parachutes soften falls; repair kits restore 35 HP without ending your turn. A targeting computer previews the first 1.8 seconds of flight.

ShellReliable & unlimitedHeavyBigger blastScatterThree smaller shellsDiggerDeep crater, less blast damageDirt bombBury a tank: jams its tracks and saps its shots

RESUPPLY

Ammo and gear carry over. Shields last one round; armor and computers are permanent.

LEAVE THE BATTLEFIELD?

Start fresh?

Your current match progress will be lost.

BADLANDS RADIO / 126 BPM

Set the atmosphere.

Dust & IronDesert blues rock · overdriven riffs · driving drums

Music starts when you enter the battlefield.