AFTERBLOOM

Playbook

How to play AFTERBLOOM: how a match goes, the controls, Sunresin, building a base with drones, every Vanguard unit and building, and the Crownwild you fight.

Every number here is read from the game’s own rules (sim version 17, art version 12). What changed, and when, is in the changelog.

Play the first mission

How a match goes

You start with an MCV and a handful of soldiers on unexplored land, blacked out until your units see it. Everything else you build. The first mission, The Meadow, walks you through it.

  1. 1Deploy the MCV. Drive it to the marked site (the markings turn green once it can unfold there) and press G. It becomes a Fabricator Core.
  2. 2Build a Refinery by a Sunresin field. It comes with a Gleaner, which taps the field with its arm and brings the resin home on its own.
  3. 3Spend Sunresin. Every building and unit is paid for when you order it. Add power, factories and defenses.
  4. 4Raise an army. Riflemen from the Infantry Complex, tanks and scouts from the Vehicle Factory.
  5. 5Destroy the nest. Find the Crownwild nest and bring it down. Lose everything, or the last Fabricator Core with no MCV to replace it, and the mission is lost.

Controls

Red Alert style: select with the left button, order with the right. The construction panel on the right of the console is always there, whatever is selected.

InputWhat it does
Left-click, or drag a boxSelect (Shift adds). Double-click selects that type on screen.
Right-clickMove, attack, harvest or dock, whatever is under the cursor; and the order chosen on the command card (left-click selects, right-click orders). On a move, units fire at what comes within reach as they go (where their weapons allow) and never stop or give chase.
A, then right-clickAttack-move: fight anything met on the way, then march on. Units that fire on the move keep advancing while their target stays within reach.
S / HStop (guard where they stand) / hold position (fire at what comes within reach, never move).
Construction panel, or its keyTake a building in hand, or train a unit at the least busy factory. Right-click a cameo to cancel, with a full refund.
Building in hand, then clickLay its site for the drones to print. It stays in hand to lay another; right-click or Esc puts it down.
Wall in hand, then clickAs in RA2, the segment and the gap from it to your walls in line with it. Drag for a line of its own.
GMCV: deploy into a Fabricator Core. Fabricator Core: pack up into an MCV again.
RFabricator Core: upgrade its drones a level. Refinery, Energy Core, turrets, Shield Generator: buy its upgrade. A site: priority for drones. A factory: set its rally point (then right-click the map).
W / L / XRepair / sell (press twice) / cancel a site for its full price.
BackspaceSelect the Fabricator Core.
Ctrl+1–9, then 1–9Assign and recall control groups; double-tap to jump to one.
P or EscPause. F5 and F9 quicksave and quickload.

Sunresin

Sunresin is the one resource: the golden resin of living fungal fields, which Gleaners tap and Refineries turn into credits.

A Gleaner fills its hopper of 600 at 50 a second, drives to the nearest Refinery and unloads at 300 a second, while the Refinery’s dock crew repairs it. Then it goes back for more on its own. Its twin pulse gun fires at whatever comes close while it works, but it never stops to fight or gives chase, so a field near the Crownwild still wants guarding. Each Refinery comes with a Gleaner; a second Gleaner on the same field nearly doubles your income.

Fields regrow slowly where they were harvested. Harvesting near a nest angers it: the Crownwild will come for your Gleaners, so guard the fields you work.

Units are paid for when you queue them, and a factory takes as many as you can pay for (up to 99). Sunresin is the only limit.

Building a base

The Vanguard print their buildings. The Fabricator Core’s construction drones fly to each site and print it where it stands, layer by layer.

Placing. Pick a building in the construction panel and click the map: it is paid for at once and its site goes down. A building must stand within 3 tiles of one of your others, as in RA2. The ground that qualifies is tinted turquoise while a building is in hand. Walls and gates count too, so a wall line carries the build area out with it. The MCV can deploy anywhere, to start a base far from your first.

Drones. A site needs at least 4 drones working on it to print at all. The Fabricator Core starts with 4, so at first it prints one building at a time. Upgrade it (select the Core, press R) for 4 more drones a level, up to 32. Each level costs more than the last and takes 8 s to fit. With more drones you print several buildings at once, and more drones on one building print it faster, up to 32 on a site.

Drones can be shot down on the way or at work; the Core builds replacements, one at a time, at 75 Sunresin and 3 s each. Give a site priority (R) to send drones there first.

The Fabricator Core’s levels
LevelDronesPriceSpent in all
14start0
28600600
3128001,400
4161,0002,400
5201,3003,700
6241,7005,400
7282,2507,650
8322,90010,550
Printing speed with more drones on one building
Drones on itSpeedA 12 s building
40.35×34.3 s
80.99×12.1 s
121.82×6.6 s
162.80×4.3 s
245.14×2.3 s
327.92×1.5 s

Walls. With a wall in hand, click in line with your walls and the gap fills itself, up to 12 segments at once; or drag a line of its own. The wall stays in hand for the next run.

Power. The Fabricator Core and every Energy Core supply power; everything else draws it. When demand outruns supply, production and printing slow in proportion (down to 25%), Pulse Turrets fall silent, the radar goes dark and the Uplink goes offline.

Uplink. Once you have a Vehicle Factory you can print an Uplink. While it stands and the base has power, the whole map is in sight: the fog of war lifts, and every nest and creature shows. Lose it, or the power, and you see only what your units see again; the ground you saw meanwhile stays explored.

Repair and sell. Select a building to repair it (paid as it goes, W) or sell it (L, twice) for 50% of its worth, less for damage. Engineers repair buildings and vehicles for free.

Upgrades. Some buildings have upgrades: one level each, the Refinery three (more Sunresin a load, a second dock, its dock guns). Select the building once it stands and press R: it is paid at once, and the Fabricator Core’s drones fly out and print the new level, as fast as their numbers allow (slower on low power), while the building works on. It stays with the building; a sale returns only the building’s own worth.

Building upgrades
BuildingUpgradeWhat it doesPricePrinting with 4 drones
Energy CorePlasma intensifiergives 50% more power60023 s
Infantry ComplexEngineer trainingtrains Engineers50023 s
Infantry Complex, level 3Advanced trainingtrains 40% faster and its troops 20% tougher75023 s
Infantry Complex, level 4Elite trainingtrains 80% faster and its troops 40% tougher1,15023 s
RefineryRefined processpays 50% more a load and unloads 25% faster1,00023 s
Refinery, level 3Second dockpays 100% more a load, unloads 50% faster and with a second dock1,50023 s
Refinery, level 4Dock gunspays 150% more a load, unloads 75% faster and with dock guns2,25023 s
Pulse TurretOvercharged emittershits 35% harder and reaches 1 tile further60023 s
Dual Plasma CannonFocused plasma chambershits 35% harder and reaches 1 tile further80023 s
Shield GeneratorReinforced domeholds 50% more charge and recharges 50% faster90023 s

Vanguard units

Riflemen and Engineers train at the Infantry Complex; everything else at the Vehicle Factory. Units go to a spot of their own by the rally point and step aside for each other.

Rifleman

key T

Trained at the Infantry Complex.

Standard Vanguard infantry in white ceramic armor. Its laser rifle fires quick bursts of precise pulses; steady under pressure.

Cost
150 Sunresin
Trains in
2 s
Health
110 · infantry
Speed
1.75 tiles/s
Sight
6.5 tiles

Laser rifle · 5 × 3 damage every 1.3 s · reach 4.8 tiles

Engineer

key N

Trained at the Infantry Complex.

Vanguard field technician in light armor, a feedstock pack on the back and a plasma tool in hand. Unarmed: it prints damaged plating back onto buildings and vehicles. Left idle near damage, it gets to work on its own.

Cost
250 Sunresin
Trains in
3 s
Health
80 · infantry
Speed
1.7 tiles/s
Sight
5 tiles
Repairs
24 hp/s

Gleaner

key V

Trained at the Vehicle Factory.

Six-wheeled Sunresin harvester. Parks beside a patch of a Sunresin field, pierces its bladders with its arm and pumps the resin into its tank, then hauls it to a Refinery automatically; a twin pulse gun on its roof fires at whatever comes close while it works.

Cost
1,000 Sunresin
Trains in
9 s
Health
650 · vehicle
Speed
1.5 tiles/s
Sight
4.5 tiles
Hopper
600, gathers 50/s

Twin pulse gun · 7 × 2 damage every 0.8 s · reach 4 tiles

Scout Rover

key O

Trained at the Vehicle Factory.

Fast four-wheeled scout with a small laser turret. Light plating: it finds the enemy first and outruns what it cannot fight.

Cost
500 Sunresin
Trains in
5 s
Health
360 · vehicle
Speed
2.7 tiles/s
Sight
7.5 tiles

Laser turret · 8 × 2 damage every 0.9 s · reach 5 tiles

Medium Tank

key K

Trained at the Vehicle Factory.

Vanguard main battle tank. A plasma cannon on a turret; its bolts burst where they land, so quick targets can slip them.

Cost
800 Sunresin
Trains in
8 s
Health
900 · vehicle
Speed
1.55 tiles/s
Sight
6 tiles

Plasma cannon · 48 damage every 2.4 s · reach 5.6 tiles · splash 0.95 tiles

Scout Drone

key Y

Trained at the Vehicle Factory.

Quad-rotor recon drone with a big sensor eye. Flies over cliffs, water, woods and walls, sees far, and carries a weak chin laser. Fragile: anything that can reach it can bring it down.

Cost
400 Sunresin
Trains in
4 s
Health
140 · vehicle
Speed
3.8 tiles/s
Sight
9 tiles

Chin laser · 4 damage every 1 s · reach 4 tiles

MCV

Trained at the Vehicle Factory.

Mobile Command Vehicle: a heavy, many-wheeled carrier of a Fabricator Core and its drones. Deploy it to unfold a Fabricator Core where it stands, anywhere, far from the rest of the base too.

Cost
2,500 Sunresin
Trains in
12 s
Health
1,600 · vehicle
Speed
1.2 tiles/s
Sight
6 tiles

Buildings

Printed by drones near your other buildings. Build times are with the minimum crew of four drones; more drones print faster.

Fabricator Core

Unfolded from an MCV (Deploy, G); packs up again into one.

Vanguard headquarters: a domed core whose construction drones print every other building where it is placed, layer by layer. It holds a round 4 × 4 lot from the start and grows over it: it starts with four drones, each on a helipad of its own, and is upgraded, level by level, to as many as thirty-two: the more drones, the faster buildings print. It also feeds a little power into the grid.

Health
2,600
Power
+50
Size
4 × 4 tiles
Drones
4, up to 32

Energy Core

key D

Printed by the Fabricator Core’s drones.

Clean power from a contained plasma column, fed to the base through glowing conduits. Output falls as it takes damage.

Cost
500 Sunresin
Prints in
14.3 s with 4 drones, 0.6 s with 32
Health
900
Power
+100
Size
2 × 2 tiles
Upgrade
Plasma intensifier: gives 50% more power; 600 Sunresin

Infantry Complex

key B

Printed by the Fabricator Core’s drones.

Trains and equips Vanguard infantry.

Cost
400 Sunresin
Prints in
20 s with 4 drones, 0.9 s with 32
Health
1,000
Power
-15
Size
7 × 5 tiles
Level 2
Engineer training: trains Engineers; 500 Sunresin
Level 3
Advanced training: trains 40% faster and its troops 20% tougher; 750 Sunresin
Level 4
Elite training: trains 80% faster and its troops 40% tougher; 1,150 Sunresin
Trains
Rifleman and Engineer

Vehicle Factory

key F

Printed by the Fabricator Core’s drones.

Prints Vanguard vehicles in golden light in its round bay, layer by layer, then rolls them out of its tunnel.

Cost
1,200 Sunresin
Prints in
34.3 s with 4 drones, 1.5 s with 32
Health
1,800
Power
-30
Size
7 × 5 tiles
Trains
Gleaner, Medium Tank, Scout Rover, Scout Drone and MCV

Defenses

Turrets, the shield dome and walls. Turrets need power to fire.

Refinery

key E

Printed by the Fabricator Core’s drones.

Refines the Sunresin that Gleaners deliver into feedstock and usable credits. Its dock crew services each Gleaner while it unloads.

Cost
1,400 Sunresin
Prints in
31.4 s with 4 drones, 1.4 s with 32
Health
1,700
Power
-20
Size
3 × 3 tiles
Level 2
Refined process: pays 50% more a load and unloads 25% faster; 1,000 Sunresin
Level 3
Second dock: pays 100% more a load, unloads 50% faster and with a second dock; 1,500 Sunresin
Level 4
Dock guns: pays 150% more a load, unloads 75% faster and with dock guns; 2,250 Sunresin

Dock guns · 7 × 2 damage every 0.6 s · reach 5.5 tiles

Pulse Turret

key U

Printed by the Fabricator Core’s drones.

Rapid-fire energy turret: twin emitters spit pulses, deadly against swarms. Falls silent when the base runs short of power.

Cost
450 Sunresin
Prints in
17.1 s with 4 drones, 0.8 s with 32
Health
700
Power
-20
Size
1 × 1 tiles
Upgrade
Overcharged emitters: hits 35% harder and reaches 1 tile further; 600 Sunresin

Pulse emitter · 7 × 2 damage every 0.6 s · reach 5.6 tiles

Dual Plasma Cannon

key Q

Printed by the Fabricator Core’s drones once you have a Vehicle Factory.

Heavy defensive turret: twin plasma emitters on an armored base lob paired bolts that burst where they land, cracking carapace and vehicle plating. Needs power to fire.

Cost
1,000 Sunresin
Prints in
28.6 s with 4 drones, 1.3 s with 32
Health
1,400
Power
-40
Size
2 × 2 tiles
Upgrade
Focused plasma chambers: hits 35% harder and reaches 1 tile further; 800 Sunresin

Twin plasma cannon · 36 × 2 damage every 2.2 s · reach 6.5 tiles · splash 0.85 tiles

Shield Generator

key I

Printed by the Fabricator Core’s drones once you have an Energy Core.

Projects an energy dome over the buildings around it. Hits on anything under the dome drain its shared charge instead; it falls when the charge runs out or the base runs short of power, then recharges.

Cost
1,200 Sunresin
Prints in
31.4 s with 4 drones, 1.4 s with 32
Health
900
Power
-50
Size
2 × 2 tiles
Dome
5 tiles, 1,500 charge
Upgrade
Reinforced dome: holds 50% more charge and recharges 50% faster; 900 Sunresin

Wall

key Z

Printed by the Fabricator Core’s drones.

Smooth white panels with lines of light, printed a tile at a time. Drag to lay a line; corners join themselves. Stops everything on the ground, and takes the hits meant for what stands behind it.

Cost
50 Sunresin
Prints in
2.9 s with 4 drones, 0.1 s with 32
Health
600
Power
0
Size
1 × 1 tiles

Gate

key J

Printed by the Fabricator Core’s drones.

Two amber-striped pylons and grille leaves that sink into a lit slot to let your units through, and stay shut to everything else. Placed in a wall line, it turns to run with it.

Cost
150 Sunresin
Prints in
5.7 s with 4 drones, 0.3 s with 32
Health
900
Power
0
Size
2 × 1 tiles

The Crownwild

Engineered life gone feral. Nests breed creatures, defend their ground, and grow angrier the more you disturb them.

A nest’s mood rises when you harvest near it, attack it or kill its brood, and as it matures. The angrier it is, the faster it breeds and the further it hunts. Under siege it releases a burst of brood at once. In longer missions nests send attack waves at your base, warned a few seconds ahead with the direction they come from. Destroy a nest and its brood withers away.

A Seed Nest’s moods, from calm to furious
MoodBreeds everyAt a timeKeeps up to
dormant13 s15
foraging11 s28
territorial9 s211
aggressive7 s314
besieged3 s220

Skitterling

Bred at Crownwild nests.

Small, frighteningly fast pack hunter grown by Crownwild nests.

Health
60 · organic
Speed
3.3 tiles/s

Serrated mandibles · 9 damage every 0.7 s · reach 0.3 tiles

Brute

Bred at Crownwild nests.

A hulking Crownwild organism grown in old, angry nests. Fungal plates shrug off small arms, it lumbers rather than runs, and one smash cracks walls and scatters a squad.

Health
1,100 · carapace
Speed
1.2 tiles/s

Crushing smash · 70 damage every 1.9 s · reach 0.5 tiles · splash 1.2 tiles

Seed Nest

Breeds Skitterlings, and later Brutes.

A young Crownwild nest. Breeds Skitterlings and grows bolder the more it is disturbed.

Health
5,000
Territory
8 tiles
Mends
5 hp/s

Super Nest

Breeds Skitterlings, and later Brutes.

A colossal Crownwild hive grown over old ruins. Breeds Skitterlings and Brutes at a frightening pace, lobs spore pods at anything that comes close and sends the biggest raids.

Health
6,500
Territory
10 tiles
Mends
5 hp/s

Spore launcher · 20 damage every 3.5 s · reach 6 tiles · splash 1.3 tiles

Tips

  • Your first Sunresin is best spent on a Refinery, an Energy Core and a Vehicle Factory; a second Gleaner pays for itself quickly.
  • Upgrade the Fabricator Core early if you build a lot: two levels let you print two buildings at once.
  • Keep a few Riflemen by your Gleaners. Skitterlings go for harvesters first.
  • A wall line with a Pulse Turret behind it stops a swarm; a Shield Generator’s dome takes the hits for the buildings under it.
  • Move the base with the MCV: pack up the Fabricator Core (G), drive it, deploy it again. It keeps its drone level.
  • Engineers repair tanks in the field for nothing; keep one behind an attack.