TORRENT / Guides / Controls & commands

Controls & commands

TORRENT is built for commanding hundreds of units with a light touch. Per-unit orders are deliberately minimal — there are no activatable abilities to babysit — so all the depth is in composition, positioning, and the quality-of-life commands below, which are day-one features, not stretch goals.

Keybinds

The inputs listed here are the ones fixed by design (shift-queueing, drag-to-line, mouse-wheel zoom, control groups 0–9, double-click select). Specific letter keys for individual orders are conventional RTS defaults and remain assignable/final-tuning while the prototype develops.

Orders

The full order set. Every order can be queued (see shift-queueing below).

OrderInputWhat it does
MoveRight-click groundMove to a point. Units path there as a group via shared flow-fields.
AttackRight-click targetAttack a specific unit or structure until it's destroyed.
Attack-moveA + clickAdvance toward a point, engaging anything encountered on the way.
PatrolP + click(s)Loop between waypoints, attacking and (for constructors) reclaiming/repairing en route.
FightF + clickAttack-move that also reclaims wreckage and repairs allies along the path. The constructor's favorite order.
Guard / AssistG + click targetFollow and support a unit — repair it, or add build power to whatever it's building.
Hold positionHStay put; fire on anything in range without chasing.
ReclaimE + click / dragStream a target (wreck, tree, rock, structure) back into resources. See reclaim.
RepairClick damaged allyConstructors restore health by spending metal and energy.

Stances

Stances set how units behave on their own, without new orders. They come in two independent pairs/triples:

Stance groupOptionsEffect
Fire disciplineFire-at-will / Return-fire / Hold-fireWhether units shoot anything in range, only shoot back when hit, or never fire until ordered (useful for ambushes and to keep artillery from revealing itself).
MovementRoam / Maneuver / Hold-groundHow far a unit will move on its own to acquire targets — chase freely, reposition modestly, or never leave its spot.

Targeting itself is automatic: units auto-acquire by a threat-and-proximity heuristic, rescanning a few times per second. You choose the composition and the stance; the units handle who to shoot.

Quality-of-life commands

These are the commands that make commanding an army of hundreds feel like commanding one thing. All are core, day-one features.

CommandInputWhat it does
Shift-queueHold ShiftChain any orders into a queue — move here, then attack there, then patrol. Works for everything, including build orders.
Line-moveDrag a move orderDrag to paint a formation line; units spread along it in formation instead of piling on one point.
Area reclaimReclaim + drag a circleReclaim everything inside an area — the fast way to eat a wreckage field after a battle.
Area repairRepair + drag a circleRepair every damaged ally in an area.
Area patrolPatrol + drag a circleConstructors patrol an area, auto-reclaiming and repairing within it — set-and-forget economy upkeep.
Factory rally pointRight-click from factorySend freshly built units to a point, with multi-waypoint routes.
Factory build queueShift-click build itemsQueue a production list, with a repeat mode that loops the queue forever.
Control groupsCtrl + 0–9 / 0–9Bind a selection to a number key, then recall it instantly. Ten groups.
Select all of typeDouble-click a unitSelect every unit of that type currently on screen.
Strategic zoomMouse wheelOne continuous camera from close tactical view to whole-map icon view — no separate minimap mode.

Build-order aids

Construction has its own set of guides so you place things right the first time:

  • Ghost previews — constructors show a translucent ghost of what they'll build before you commit.
  • Queued buildings render as ghosts on the map, so you can see your whole planned base at a glance.
  • Illegal placements show in red — off a metal spot, blocked by terrain or other buildings.
  • Drag-to-line — drag while placing walls or solar farms to lay a whole row in one motion.

Unit toggles

There are no activatable abilities on regular units — no spells to time, no cooldowns to track. The only exceptions are three simple toggles:

  • Cloak — on units that have it (notably the Commander). Cloaking costs energy continuously and has decloak-radius rules when moving.
  • Shield — on shield units like the Vantage Aegis. Toggling the projectile-stopping dome on draws heavy energy.
  • Self-destruct — deliberately destroy a unit (it still leaves reclaimable wreckage; a crawling bomb's whole purpose).

Everything else — every counter, every clever play — comes from what you build, where you put it, and how your economy is flowing.

Reading the battle

The interface is built so you can read a 200-unit fight in a second:

  • Player color tints every unit; faction determines the silhouette family (angular Vantage vs rounded Feral).
  • Past ~40% zoom-out, sprites become strategic icons — shape encodes role, color encodes player, and a ring shows health.
  • Projectiles and explosions always render, even at full icon zoom, so the battle stays alive-looking from orbit.
  • The two resource bars sit at the top of the screen at all times, color-pulsing when you stall or overflow. They're the two most important elements in the UI — see the economy guide.