Le Ferrailleur
The versatile start: an automatic cannon, 100 hull points and 120 food to set off with more supplies.
Rumblekeep is a single-player survival game: defend the train and its passengers all the way to the Last Refuge. Movement and firing are automatic; priorities, defences, powers and routes are yours to choose.
You start with a locomotive and two wagons. Each starting convoy changes your weapons and supplies.
The versatile start: an automatic cannon, 100 hull points and 120 food to set off with more supplies.
A laser that pierces enemies lined up in its path, paired with a cargo wagon. It gains range but starts with 85 hull points and 100 food.
A flamethrower and an armoured cargo wagon. Incoming damage is reduced by 12.5%, with 100 hull points and 90 food at departure.
Frost slows threats while an escort cannon fires at 25% power. The convoy starts with 90 hull points and 90 food.
The journey begins in the Industrial Wastelands, then reaches the Dead Cities. Later branches depend on your choices at the factory.
During your first normal journey, guidance introduces targeting, capsules and your first upgrade choice. You can skip it; that choice is saved and the guidance will not return on your next journey.
The train follows the rails and weapons fire automatically. Tap an enemy to mark it: weapons that can reach it will target it. The main cannon then leads its movement and deals 25% more damage.
The shield blocks hits for three seconds. It then needs to recharge, taking 20 seconds with the base equipment. Save it for a rush, a dangerous projectile or a telegraphed boss attack.
After three seconds of charging, the SURCHARGE button opens four seconds of slowed aiming. Choose a direction or let the cannon automatically aim at a target in range. The beam crosses the battlefield for 1.2 seconds, then the weapon overheats.
Recognising enemies helps you decide where to focus your fire.

The shield and Overcharge are not your only manual actions. Some encounters add a temporary decision to combat.
Some waves bring in a capsule. Mark and destroy it before it leaves to store Impulse or Freeze, then trigger that power when you choose. No other capsule appears while a charge is stored.
During a boss fight, a relief target may cross the battlefield. Keep it marked as the priority target to repair the hull or reduce the shield cooldown before it disappears.
Impulse and Freeze are stored powers. They are separate from the impulse cannon and frost shot installed on wagons.
Defeated enemies grant experience. At each level, choose one upgrade from three options.
Increase damage, firing rate or range. Piercing allows shots to pass through more targets. Missiles add an area weapon; salvos increase the number of missiles fired.
When the hull is damaged, a repair may appear among your choices. It restores up to 30 hull points. Taking this repair means giving up another upgrade for that level.
These upgrades build your power for the current journey. A new run begins again with your chosen starting convoy.
An intact train is not enough: its passengers need food.
The locomotive and wagons share a hull reserve. Damage also affects passenger health. The journey ends if the hull or passenger health reaches zero.
Supplies decrease during the journey. If food runs out, passenger health deteriorates; when fed, passengers slowly recover. A longer convoy consumes more: plan ahead for your next resupply.
A boss appears every five waves. After defeating it, spend your earned components at the factory to adapt your convoy.
At each stop, you can buy one hull repair and one resupply. The repair restores up to 35 hull points and the resupply adds up to 70 food, without exceeding capacity.
Select a slot to install a module, change weapons or upgrade its level. Your options depend on the wagon, available components and stops already reached. New equipment replaces the module in that slot.
Browse weapons in a carousel; supplies use the same layout, even with a single offer. You can inspect a weapon before confirming its purchase with components.
Add a supply wagon, an armoured wagon or armed wagons. The convoy can reach six wagons plus the locomotive. Additions unlock gradually as you reach more stops.
Rearranging opens a separate screen with a way back to the factory. Move wagons and swap equipment between armed slots. Position matters: attacks also come from the flanks and the rear.
The journey has a destination. Your routes change the threats, scenery and rewards encountered before the final passage.
At factories 10, 20 and 30, choose between two regions presented with their danger and reward. Forests, frozen lands, the sea viaduct and exposed wastelands eventually converge at the Last Refuge dam.
After a defeat, you can retry for free from your arrival at the last factory reached, before its purchases and route choice. Retries remain part of the same journey and appear in the recap.
For new journeys, factory 35 opens four approach waves before Le Verrouilleur on wave 40. Victory requires destroying the boss and the remaining threats while the hull and passenger condition are still above zero.
The Last Refuge ends the journey and displays its recap. You can then start an endless challenge with a separate copy of the victorious convoy, without changing that victory.
