◉The Premise
You are less a battlefield general than the exasperated manager of an ultra-modern service robot whose building instincts are impeccable and whose sense of personal timing is absolutely her own.
A winner has been declared.
A one-hour frontier showdown where you fence in a wandering construction robot, outbuild rival camps, and survive increasingly vicious storms long enough to finish on top.
Alice is still part household miracle and part municipal headache, but the neighborhood has changed. Matches now run on a hard one-hour clock, storms arrive faster and hit harder, sprinklers turn tidy work sites into hostile no-go zones, and rust can chew through more than just Alice. If you want to win, you need a live economy, a disciplined perimeter, weather coverage, and enough pressure that the other camp reaches the end of the hour with less energy and fewer good ideas than you.
You are less a battlefield general than the exasperated manager of an ultra-modern service robot whose building instincts are impeccable and whose sense of personal timing is absolutely her own.
Even in the age of bubble-domes and orbital breakfast trays, the weather still refuses to cooperate. Storm bands now arrive more often, last longer, and rust not only Alice but exposed harvesters and bulldozers too. A lazy perimeter can disappear in one bad weather cycle.
Every match becomes a little animated future postcard with sharper elbows: a gleaming gate sliding open, a harvester redirected toward fresh timber, a bulldozer crossing the property line, a sprinkler locking down a lane, and a shelter finished seconds before the storm front rolls through.
Start by fencing Alice into a workable footprint and getting harvesters onto timber and scrap immediately. Use that income to add shelters, solar support, repair stations, and sprinklers while you field bulldozers to break rival infrastructure.
Storms accelerate as the hour runs down, so the endgame is about keeping your side dry, your machinery functional, and your Alice energized. If multiple Alices survive to the buzzer, energy decides the winner.
Fences and gates control Alice. Shelters blunt storms. Solar keeps her moving. Repair stations rescue rusted operations. Sprinklers create hostile space. Bulldozers convert pressure into wreckage.
The in-game HUD keeps the clock, Alice condition, supplies, live player status, taunts, and unit/build controls on screen at all times, so the whole match reads like one active command deck instead of scattered panels.