▶ HOW TO PLAY
THE DOOR GAMES GUIDE.
One page that explains every game. The same content is available inside any game by pressing ? or clicking the ? HELP button in the header.
▶ GAME
Town of Heroes
A Legend of the Red Dragon-style door game. Train through twelve Masters, then end the Red Drake.
▶ PLAY TOWN OF HEROES▶ THE GOAL
Reach Level 12 by defeating each of the eleven training Masters in order. Then descend into the Drake's Chamber and end the Red Drake. That is the win.
▶ DAILY TURNS
You get 20 turns per day. Each Hunt for trouble in the Forest of Tangled Wakes spends one turn whether you win, flee, or fall.
Turns refresh at midnight server time. You don't have to log in to claim them — visit the next day and the daily refresh runs automatically when the game next loads. Skipped days don't accumulate; today's pool is always 20.
▶ GOLD (THE CURRENCY)
Gold drops from every enemy you defeat, scaled to its level. Stronger enemies drop more. PvP wins also pay out from the loser's wallet.
- ›Gold does NOT replenish or regenerate by waiting — only fighting earns it.
- ›Death costs you HALF the gold on hand. Vault what you don't need — banked gold survives if you fall.
▶ HP & HEALING
HP is your life total. It does NOT regenerate by waiting around — there's no passive heal-over-time. The only free recovery is the daily sunrise rest: when the next day's turns drop in, you wake with a +25% heal. Everything else is paid healing.
- The Inn — Heal to full
- 2 gold per missing HP. The cheap option for early levels.
- Healer's Hut — Mend wounds
- 4 gold per missing HP. Same effect; charged for the convenience of being closer to the forest.
- Daily refresh (free)
- +25% of max HP, applied automatically when the next day's turns drop in.
▶ COMBAT
Each combat round you strike first, then the enemy strikes back. Damage = your strength − roughly half their defense, with a small ± variance.
Skill attacks (Death Strike / Mind Bolt / Backstab) hit ~55% harder than a basic strike but cost one Skill Point. Skill points come from leveling — they don't refresh daily, so save them for tough enemies and Master fights.
Flee is not a guaranteed escape; if you fail, the enemy gets a free swing.
▶ LEVELING UP
XP alone doesn't level you. XP makes you ELIGIBLE to challenge the next Master; the kill is what actually levels you up.
Beat the Master and you gain the level plus HP, strength, defense, and a Skill Point.
Lose to a Master and you fall — you'll respawn at the next refresh, minus a portion of your gold. You cannot retry that Master the same day.
▶ EQUIPMENT
Buy weapons at Old Roric's Forge (more strength) and armor at the Ironcap Armoury (more defense). Six tiers each, scaling from cheap starters to top-tier endgame loadout.
▶ PVP
You get 3 PvP attacks per day, separate from your daily turn pool. Win and you take a slice of their gold. Lose and you fall, respawning at the next refresh. PvP is optional — you can finish the campaign without ever doing it.
▶ DYING
Death isn't permanent. When you fall, you wake at half HP on the next refresh (or immediately, by clicking Respawn). Equipment is intact; a portion of your unbanked gold is gone. Banked gold is always safe — bank often.
▶ OTHER ROOMS
- Message Board
- Public posts visible to everyone. Pin a note.
- Send a private letter to a specific character by name.
- Players Online
- Roster of every character — names, levels, classes.
- News
- Auto-generated headlines: who killed whom, who bested a boss, who fell.
▶ TIPS
- ›Bank often. Half of what's on you vanishes the instant a tough enemy lands a lucky swing.
- ›Don't grind past the next boss threshold — boss rewards outpace any farming you'd do.
- ›Save skill points for boss fights. A skill swing on a level-1 enemy is wasted.
- ›Heal at the Inn (2g/HP) before going to the Healer (4g/HP). Same effect, half the cost.
- ›Master fights also cost a quarter of your gold if you lose — bank before challenging.
▶ GAME
Star Empire
A Solar Realms Elite-style 4X. Raid sectors, defeat eleven Wardens, then end Lord Nexus the Galactic Overlord.
▶ PLAY STAR EMPIRE▶ THE GOAL
Reach Level 12 by defeating each Campaign Warden in order, then assault the Singularity Throne and kill Lord Nexus, the Galactic Overlord.
▶ DAILY TURNS
You get 20 turns per day. Each Raid a sector in deep space spends one turn whether you win, flee, or fall.
Turns refresh at midnight server time. You don't have to log in to claim them — visit the next day and the daily refresh runs automatically when the game next loads. Skipped days don't accumulate; today's pool is always 20.
▶ CREDITS (THE CURRENCY)
Credits drops from every enemy you defeat, scaled to its level. Stronger enemies drop more. PvP wins also pay out from the loser's wallet.
- ›Credits does NOT replenish or regenerate by waiting — only fighting earns it.
- ›Death costs you HALF the credits on hand. Vault what you don't need — banked credits survives if you fall.
- ›Daily refresh grants every commander a small +50 credit stipend on login — the only passive income.
▶ INTEGRITY & HEALING
Integrity is your life total. It does NOT regenerate by waiting around — there's no passive heal-over-time. The only free recovery is the daily sunrise rest: when the next day's turns drop in, you wake with a +20% heal. Everything else is paid healing.
- Repair Bay (cheap)
- Lower credits per missing Integrity. Use this first.
- Drydock (premium)
- Higher credits per missing Integrity, same effect — convenience pricing.
- Daily refresh (free)
- +20% of max Integrity, applied automatically when the next day's turns drop in.
▶ COMBAT
Each combat round you strike first, then the enemy strikes back. Damage = your firepower − roughly half their shielding, with a small ± variance.
Skill attacks (Blitz Strike / Tactical Override / Credit Surge) hit ~55% harder than a basic strike but cost one Skill Point. Skill points come from leveling — they don't refresh daily, so save them for tough enemies and Warden fights.
Flee is not a guaranteed escape; if you fail, the enemy gets a free swing.
▶ LEVELING UP
XP alone doesn't level you. XP makes you ELIGIBLE to challenge the next Warden; the kill is what actually levels you up.
Beat the Warden and you gain the level plus Integrity, firepower, shielding, and a Skill Point.
Lose to a Warden and you fall — you'll respawn at the next refresh, minus a portion of your credits. You cannot retry that Warden the same day.
▶ EQUIPMENT
Buy fleet upgrades (more firepower) and hull tiers (more shielding). Six tiers each, scaling from cheap starters to top-tier endgame loadout.
▶ PVP
You get 3 PvP raids per day, separate from your daily turn pool. Win and you take a slice of their credits. Lose and you fall, respawning at the next refresh. PvP is optional — you can finish the campaign without ever doing it.
▶ DYING
Death isn't permanent. When you fall, you wake at half Integrity on the next refresh (or immediately, by clicking Respawn). Equipment is intact; a portion of your unbanked credits is gone. Banked credits is always safe — bank often.
▶ OTHER ROOMS
- Message Board
- Public posts visible to everyone. Pin a note.
- Send a private letter to a specific character by name.
- Players Online
- Roster of every character — names, levels, classes.
- News
- Auto-generated headlines: who killed whom, who bested a boss, who fell.
▶ TIPS
- ›Bank often. Half of what's on you vanishes the instant a tough enemy lands a lucky swing.
- ›Don't grind past the next boss threshold — boss rewards outpace any farming you'd do.
- ›Save skill points for boss fights. A skill swing on a level-1 enemy is wasted.
- ›Pick Merchant Prince for steady credit ramp; Warlord for raw firepower; Strategist for high shields.
- ›Bank credits before any high-tier raid. A wipe in Black Hole Fleet space costs you half of whatever you're holding.
▶ GAME
Trade Lanes
TradeWars 2002-style space trading. Buy low, sell high, beat eleven Toll Bosses, then dethrone the Trade King.
▶ PLAY TRADE LANES▶ THE GOAL
Build your Lifetime Profit by trading commodities across 8 sectors. Each profit threshold unlocks a Toll Boss fight — beat all eleven, then assault the Trade King's flagship.
▶ DAILY TURNS
You get 30 turns per day. Each navigate or trade in the trade lanes spends one turn whether you win, flee, or fall.
Turns refresh at midnight server time. You don't have to log in to claim them — visit the next day and the daily refresh runs automatically when the game next loads. Skipped days don't accumulate; today's pool is always 30.
▶ CREDITS VS. LIFETIME PROFIT
Trade Lanes has TWO numbers on your dashboard: Credits (your wallet) and Lifetime Profit (your XP equivalent — what unlocks Toll Bosses).
Profit only grows from trading commodities at a gain. Combat drops give credits but do NOT increase Lifetime Profit. To level, you must trade.
- ›Buy a commodity in a sector that sells it cheap; carry it to one that buys it dear; the difference is profit.
- ›Three commodities: Ore, Organics, Equipment. Every sector has 1–3 ports with fixed buy/sell prices.
- ›Death costs you half your credits. Lifetime Profit is permanent — the leveling stat is safe.
▶ THE SECTOR MAP
8 sectors form a ring (1↔2↔…↔8↔1) with a shortcut between 1 and 5. Some sectors are dangerous — pirates may attack you in transit.
- 1 New Providence
- Trade hub. Safe.
- 2 Asteroid Belt
- Best ore buy prices. Dangerous.
- 3 Garden World
- Sells organics cheap.
- 4 Machine Works
- Sells equipment cheap. Dangerous.
- 5 Nexus Hub
- Neutral — fair prices on everything.
- 6 Deep Ore
- Pays best for ore. Dangerous.
- 7 Bio Domes
- Pays best for organics. Dangerous.
- 8 Forge World
- Pays best for equipment. Dangerous.
▶ HULL HP & HEALING
Hull HP is your life total. It does NOT regenerate by waiting around — there's no passive heal-over-time. The only free recovery is the daily sunrise rest: when the next day's turns drop in, you wake with a +20% heal. Everything else is paid healing.
- Station Repair Dock
- Pay credits at any docked station to repair Hull.
- Daily refresh (free)
- +20% of max Hull HP, applied automatically when the next day's turns drop in.
▶ COMBAT
Each combat round you strike first, then the enemy strikes back. Damage = your weapon power − roughly half their shielding, with a small ± variance.
Skill attacks (Overload Cargo / Gun Run / Afterburn) hit ~55% harder than a basic strike but cost one Skill Point. Skill points come from leveling — they don't refresh daily, so save them for tough enemies and Toll Boss fights.
Flee is not a guaranteed escape; if you fail, the enemy gets a free swing.
▶ LEVELING UP
Lifetime Profit makes you ELIGIBLE to challenge the next Toll Boss; the kill is what actually levels you up.
Beat the Toll Boss and you gain the level plus Hull, weapon power, shielding, and a Skill Point.
Lose to a Toll Boss and you fall — respawn at next refresh, minus a portion of your credits. Lifetime Profit is unaffected.
▶ EQUIPMENT
Buy weapon arrays (more weapon power) and shield arrays (more shielding). Six tiers each, scaling from cheap starters to top-tier endgame loadout.
▶ CARGO PODS
Cargo capacity is the third equipment slot — 6 tiers from a 10-unit Standard Hold up to a 150-unit Void Freighter. Bigger holds = bigger trades = faster Lifetime Profit.
▶ PVP
You get 3 ship-to-ship attacks per day, separate from your daily turn pool. Win and you take a slice of their credits. Lose and you fall, respawning at the next refresh. PvP is optional — you can finish the campaign without ever doing it.
▶ DYING
Death isn't permanent. When you fall, you wake at half Hull HP on the next refresh (or immediately, by clicking Respawn). Equipment is intact; a portion of your unbanked credits is gone. Banked credits is always safe — bank often.
▶ OTHER ROOMS
- Message Board
- Public posts visible to everyone. Pin a note.
- Send a private letter to a specific character by name.
- Players Online
- Roster of every character — names, levels, classes.
- News
- Auto-generated headlines: who killed whom, who bested a boss, who fell.
▶ TIPS
- ›Bank often. Half of what's on you vanishes the instant a tough enemy lands a lucky swing.
- ›Don't grind past the next boss threshold — boss rewards outpace any farming you'd do.
- ›Save skill points for boss fights. A skill swing on a level-1 enemy is wasted.
- ›Cargo capacity matters more than weapons early. A 35-pod hauler doubles your profit-per-trip vs. an 8-pod fighter.
- ›Plan multi-leg routes through Nexus Hub (sector 5) — the shortcut from sector 1 saves turns.
- ›Bank credits before risky boss fights. Profit is safe; credits aren't.
▶ GAME
Wasteland
Operation Overkill-style post-apocalyptic RPG. Clear eleven Checkpoints, then end General Marak — The Commander.
▶ PLAY WASTELAND▶ THE GOAL
Reach Level 12 by clearing each Checkpoint in order. Then assault General Marak's command post and kill The Commander.
▶ DAILY TURNS
You get 25 turns per day. Each Sweep the wastes in the wasteland spends one turn whether you win, flee, or fall.
Turns refresh at midnight server time. You don't have to log in to claim them — visit the next day and the daily refresh runs automatically when the game next loads. Skipped days don't accumulate; today's pool is always 25.
▶ SCRIP (THE CURRENCY)
Scrip drops from every enemy you defeat, scaled to its level. Stronger enemies drop more. PvP wins also pay out from the loser's wallet.
- ›Scrip does NOT replenish or regenerate by waiting — only fighting earns it.
- ›Death costs you HALF the scrip on hand. Vault what you don't need — banked scrip survives if you fall.
▶ VITALITY & HEALING
Vitality is your life total. It does NOT regenerate by waiting around — there's no passive heal-over-time. The only free recovery is the daily sunrise rest: when the next day's turns drop in, you wake with a +25% heal. Everything else is paid healing.
- Field medic (cheap)
- Lower scrip per missing Vitality. Use when wounded.
- Trauma surgeon (premium)
- Pricier per Vitality, same effect — convenience pricing.
- Daily refresh (free)
- +25% of max Vitality, applied automatically when the next day's turns drop in.
▶ COMBAT
Each combat round you strike first, then the enemy strikes back. Damage = your brutality − roughly half their toughness, with a small ± variance.
Skill attacks hit ~55% harder than a basic strike but cost one Skill Point. Skill points come from leveling — they don't refresh daily, so save them for tough enemies and Checkpoint fights.
Flee is not a guaranteed escape; if you fail, the enemy gets a free swing.
▶ LEVELING UP
XP alone doesn't level you. XP makes you ELIGIBLE to challenge the next Checkpoint; the kill is what actually levels you up.
Beat the Checkpoint and you gain the level plus Vitality, brutality, toughness, and a Skill Point.
Lose to a Checkpoint and you fall — you'll respawn at the next refresh, minus a portion of your scrip. You cannot retry that Checkpoint the same day.
▶ EQUIPMENT
Buy weapons at the trader (more brutality) and armor at the trader (more toughness). Six tiers each, scaling from cheap starters to top-tier endgame loadout.
▶ PVP
You get 3 PvP raids per day, separate from your daily turn pool. Win and you take a slice of their scrip. Lose and you fall, respawning at the next refresh. PvP is optional — you can finish the campaign without ever doing it.
▶ DYING
Death isn't permanent. When you fall, you wake at half Vitality on the next refresh (or immediately, by clicking Respawn). Equipment is intact; a portion of your unbanked scrip is gone. Banked scrip is always safe — bank often.
▶ OTHER ROOMS
- Message Board
- Public posts visible to everyone. Pin a note.
- Send a private letter to a specific character by name.
- Players Online
- Roster of every character — names, levels, classes.
- News
- Auto-generated headlines: who killed whom, who bested a boss, who fell.
▶ TIPS
- ›Bank often. Half of what's on you vanishes the instant a tough enemy lands a lucky swing.
- ›Don't grind past the next boss threshold — boss rewards outpace any farming you'd do.
- ›Save skill points for boss fights. A skill swing on a level-1 enemy is wasted.
- ›Hostiles scale to your level — you'll never fight a Wasteland Worm at level 1.
- ›Bank scrip before any Checkpoint attempt. Half is gone if you fall.
▶ GAME
World at War
Lead a faction to total domination. Capture territories, beat eleven Generals, then end the Iron Marshal.
▶ PLAY WORLD AT WAR▶ THE GOAL
Reach Level 12 by breaking each Campaign Front (the eleven Generals) in order. Then assault the Supreme Fortress and kill the Iron Marshal.
▶ DAILY TURNS
You get 20 turns per day. Each Raid a garrison in the front lines spends one turn whether you win, flee, or fall.
Turns refresh at midnight server time. You don't have to log in to claim them — visit the next day and the daily refresh runs automatically when the game next loads. Skipped days don't accumulate; today's pool is always 20.
▶ COMMAND POINTS (THE CURRENCY)
Command Points drops from every enemy you defeat, scaled to its level. Stronger enemies drop more. PvP wins also pay out from the loser's wallet.
- ›Command Points does NOT replenish or regenerate by waiting — only fighting earns it.
- ›Death costs you HALF the command points on hand. Vault what you don't need — banked command points survives if you fall.
▶ TERRITORIES — THE INCOME ENGINE
Each Front you break grants +1 territory PERMANENTLY. Territories pay daily Command Points forever, so the snowball gets faster as you level. This is the single biggest reward of the game.
- Per-territory income
- +8 CP per territory per day, paid automatically at midnight refresh.
- Front break reward
- Major CP windfall + permanent +1 territory.
- Death penalty
- Half of unbanked CP (territories themselves are not lost).
▶ MORALE & HEALING
Morale is your life total. It does NOT regenerate by waiting around — there's no passive heal-over-time. The only free recovery is the daily sunrise rest: when the next day's turns drop in, you wake with a +20% heal. Everything else is paid healing.
- Barracks rest (paid)
- Pay CP at the barracks for full Morale restoration.
- Daily refresh (free)
- +20% of max Morale, applied automatically when the next day's turns drop in.
▶ COMBAT
Each combat round you strike first, then the enemy strikes back. Damage = your assault rating − roughly half their fortification, with a small ± variance.
Skill attacks hit ~55% harder than a basic strike but cost one Skill Point. Skill points come from leveling — they don't refresh daily, so save them for tough enemies and Front fights.
Flee is not a guaranteed escape; if you fail, the enemy gets a free swing.
▶ LEVELING UP
XP alone doesn't level you. XP makes you ELIGIBLE to challenge the next Front; the kill is what actually levels you up.
Beat the Front and you gain the level plus Morale, assault rating, fortification, and a Skill Point.
Lose to a Front and you fall — you'll respawn at the next refresh, minus a portion of your command points. You cannot retry that Front the same day.
▶ EQUIPMENT
Buy assault doctrine (more assault rating) and fortification tiers (more fortification). Six tiers each, scaling from cheap starters to top-tier endgame loadout.
▶ PVP
You get 3 PvP attacks per day, separate from your daily turn pool. Win and you take a slice of their command points. Lose and you fall, respawning at the next refresh. PvP is optional — you can finish the campaign without ever doing it.
▶ DYING
Death isn't permanent. When you fall, you wake at half Morale on the next refresh (or immediately, by clicking Respawn). Equipment is intact; a portion of your unbanked command points is gone. Banked command points is always safe — bank often.
▶ OTHER ROOMS
- Message Board
- Public posts visible to everyone. Pin a note.
- Send a private letter to a specific character by name.
- Players Online
- Roster of every character — names, levels, classes.
- News
- Auto-generated headlines: who killed whom, who bested a boss, who fell.
▶ TIPS
- ›Bank often. Half of what's on you vanishes the instant a tough enemy lands a lucky swing.
- ›Don't grind past the next boss threshold — boss rewards outpace any farming you'd do.
- ›Save skill points for boss fights. A skill swing on a level-1 enemy is wasted.
- ›Territories compound — every Front you break makes tomorrow's CP haul larger.
- ›The Iron Marshal is significantly tougher than any General. Max out fortification before walking into the Supreme Fortress.
▶ GAME
Cyberpunk Vice
Run jobs, climb the syndicate, manage your Heat. Beat eleven Bosses, then take down the Architect.
▶ PLAY CYBERPUNK VICE▶ THE GOAL
Reach Level 12 by taking out each Syndicate Boss in order. Then enter the Architect's tower and end them.
▶ DAILY TURNS
You get 25 turns per day. Each Run a job in the streets spends one turn whether you win, flee, or fall.
Turns refresh at midnight server time. You don't have to log in to claim them — visit the next day and the daily refresh runs automatically when the game next loads. Skipped days don't accumulate; today's pool is always 25.
▶ EDDIES (THE CURRENCY)
Eddies drops from every enemy you defeat, scaled to its level. Stronger enemies drop more. PvP wins also pay out from the loser's wallet.
- ›Eddies does NOT replenish or regenerate by waiting — only fighting earns it.
- ›Death costs you HALF the eddies on hand. Vault what you don't need — banked eddies survives if you fall.
▶ HEAT — THE UNIQUE MECHANIC
Cyberpunk Vice has a Heat meter (0–10) no other No Carrier game uses. It represents how much attention the corps and rival syndicates are paying to you.
Heat is the rhythm of the game: push too hard and every fixer in the city has your face. Lay low to dump heat before a Boss fight.
- Each fight
- +1 Heat
- Each skill use
- +1 extra Heat (on top of fight Heat)
- Lay low (action)
- −3 Heat (and burns a turn)
- Daily refresh
- −2 Heat at midnight
- Heat ≥ 7
- Enemies hit you for +20% damage
- Heat ≥ 9
- Enemies hit you for +35% damage
- Cap
- Heat maxes at 10
▶ STREET CRED & HEALING
Street Cred is your life total. It does NOT regenerate by waiting around — there's no passive heal-over-time. The only free recovery is the daily sunrise rest: when the next day's turns drop in, you wake with a +20% heal. Everything else is paid healing.
- Ripperdoc / Clinic (paid)
- Pay eddies to patch Street Cred back up.
- Daily refresh (free)
- +20% of max Street Cred, applied automatically when the next day's turns drop in.
▶ COMBAT
Each combat round you strike first, then the enemy strikes back. Damage = your firepower − roughly half their cover, with a small ± variance.
Skill attacks hit ~55% harder than a basic strike but cost one Skill Point. Skill points come from leveling — they don't refresh daily, so save them for tough enemies and Boss fights.
Flee is not a guaranteed escape; if you fail, the enemy gets a free swing.
▶ LEVELING UP
Reputation alone doesn't level you. Reputation makes you ELIGIBLE to challenge the next Boss; the kill is what actually levels you up.
Beat the Boss and you gain the level plus Street Cred, firepower, cover, and a Skill Point.
Lose to a Boss and you fall — you'll respawn at the next refresh, minus a portion of your eddies. You cannot retry that Boss the same day.
▶ EQUIPMENT
Buy loadouts (more firepower) and plates (more cover). Six tiers each, scaling from cheap starters to top-tier endgame loadout.
▶ PVP
You get 3 PvP runs per day, separate from your daily turn pool. Win and you take a slice of their eddies. Lose and you fall, respawning at the next refresh. PvP is optional — you can finish the campaign without ever doing it.
▶ DYING
Death isn't permanent. When you fall, you wake at half Street Cred on the next refresh (or immediately, by clicking Respawn). Equipment is intact; a portion of your unbanked eddies is gone. Banked eddies is always safe — bank often.
▶ OTHER ROOMS
- Message Board
- Public posts visible to everyone. Pin a note.
- Send a private letter to a specific character by name.
- Players Online
- Roster of every character — names, levels, classes.
- News
- Auto-generated headlines: who killed whom, who bested a boss, who fell.
▶ TIPS
- ›Bank often. Half of what's on you vanishes the instant a tough enemy lands a lucky swing.
- ›Don't grind past the next boss threshold — boss rewards outpace any farming you'd do.
- ›Save skill points for boss fights. A skill swing on a level-1 enemy is wasted.
- ›Lay low BEFORE a Boss fight, not after. Heat ≥ 7 turns the fight into a coin flip even with good gear.
- ›Skill use at low heat is fine; skill spam at heat 8+ is suicide.