+61 2 9566 2100 100 Harris St, Pyrmont NSW 2009, Australia [email protected]
+61 2 9566 2100
100 Harris St, Pyrmont NSW 2009, Australia
Debrief Room Updated weekly

Frequently asked questions

Every question that lands at the Pyrmont command post, answered straight: gameplay, heroes, towers, platforms, billing and the flying shark. Can't find yours? The contact desk replies within one business day.

// Section 01

Gameplay & campaign

How the war actually works — lanes, waves, dimensions and the rules HEROCORP™ forgot to put in the manual.

Browse the mission board

A tower defense / RTS hybrid with RPG heroes. You build and upgrade towers on lanes like classic TD, but you also command a movable three-hero squad with skill trees, gear and active abilities — so positioning and micro matter as much as placements.

25 story missions across two dimensions, plus boss fights and endless rifts. A focused run lands around 15–20 hours; chasing S-ranks, endless milestones and full unlocks stretches well past 40.

The two playable dimensions. Steamcrust is a steampunk coastline of mechanical crustaceans; Nightmare is a horror-film suburbia of zombies, eyeballs and airborne sharks. Each faction resists different damage types — the dimension guides break down the counters.

No. The campaign is tuned to be beaten on skill — every level is clearable with earned gear. Arena services like coaching, cosmetics and events exist for players who want more out of the game, not a shortcut through it.

Waves scale indefinitely and you're scored on distance survived, not completion. Sustain, economy and cloning-bay management beat burst builds. Read the endless survival manual before your first serious run.
// Section 02

Heroes, towers & loadouts

Squad composition, skill trees, tower math and which class the pros actually bring.

Class tier ranking

The safe core is Assault + Medic + flex. Assault anchors damage, Medic keeps veteran heroes out of the cloning queue, and flex rotates between Recon (split lanes), Engineer (economy) or Saboteur (armored targets) depending on the mission.

tempa-death™ kicks in: the hero queues in the cloning bay for a fixed window before redeploying. XP survives, but you fight shorthanded meanwhile — losing a maxed Assault mid-wave is how runs end.

Kinetic, incendiary, cryo, energy, explosive and toxic each interact with armor classes differently — e.g. robot units resist certain payloads while shell armor demands energy or strip effects. The damage matrix guide maps every matchup.

Yes, between drops — respec is free, so treat builds as per-mission tools rather than commitments. Counter-building for the next wave type is the intended way to play, not an exploit.

The frost projector buys more time per credit than anything else early — slow fields multiply the effective range of every other tower. Pair one with any cheap damage tower and most Act I waves solve themselves.
// Section 03

Platforms & technical

Where it runs, how it saves, and what the definitive edition changes.

iOS, Android, Nintendo Switch and PC via Steam. The mobile version is the original; the PC/Switch builds add high-resolution graphics, real-time lighting and crisper audio.

Saves are per-platform — a Steam save won't follow you to Switch. Within a platform, cloud saves apply per the store's standard rules. Plan your main command post accordingly.

The campaign plays fully offline on all platforms. Arena services — leaderboards, events, account features on this site — need a connection, but the core defense doesn't.

Full controller support on Switch and PC, plus remappable inputs. On touch devices the UI is built for one-thumb play with generous targets and pauseable waves.

Mission state saves at wave checkpoints, so a crash costs you at most the current wave. If you're hitting repeat crashes, send device model and OS via the contact form — tag it "Mission Debrief".
// Section 04

Arena services & billing

How our offers work, what you get, and the paperwork around refunds.

Full price list

Real deliverables: coaching sessions with ranked commanders, clan setup and management, event entries, cosmetic bundles and merch. Every service on the price page lists exactly what's included before you pay.

Yes — we're a Sydney operation and everything is billed in Australian dollars, GST included. International cards convert at your bank's rate.

Unused services refund within 14 days; consumed sessions and opened cosmetic bundles are final. The full policy lives on the refunds page in plain English.

Yes — buy normally and put the recipient's details in the order notes, or contact the desk and we'll issue a gift code. Recruit Passes are the most-gifted item by a wide margin.

Payments process through PCI-compliant gateways; we never see or store card numbers. Details are in the privacy policy and legal notice.
// Field Glossary

Speak like a HEROCORP™ veteran

HEROCORP™

The universe's 4th largest private military force. Your employer. TPS reports mandatory.

tempa-death™

The cloning-bay system that replaces dead heroes after a timed queue. Death, but invoiced.

Rift

HEROCORP's trans-dimensional doorway tech. How we get to other dimensions — and how things get to us.

Gibs

The technical term for what enemies become after adequate firepower. 115% of your RDI.

// Escalation

Didn't find your answer?

The command post desk handles account issues, order problems, bug reports and partnership enquiries. Real humans, Sydney hours, no ticket maze.

Response timesPYRMONT DESK — AEST
  • Orders & billing — same business day
  • Bug reports — 1 business day
  • Coaching & clan requests — 2 business days
  • General questions — within 48 hours
// Back to the Front

Questions cleared. Lanes waiting.

Debrief complete, commander. The mission board has 25 operations with your name on them.