Camera
One finger drags the view. Two fingers pinch to zoom, twist to orbit, and slide up/down to tilt. On a keyboard: WASD pans, Q/E orbits, R/F tilts, wheel zooms, right-drag orbits.
Building
Pick Tower, Wall or Trap, then tap a cell — once to aim, again to confirm. Towers and walls are solid; traps lie flat in the path and are walked over.
You may never fully seal the route. If a placement would trap the Rust with no way to the Heartspore, the Bloom refuses it.
Ground
Firm ground takes towers, walls and traps. Shallow water is walkable — for them and for your traps — but nothing solid will root in it. Deep water, cliffs, groves, boulders and old relics are impassable to everyone.
Growth
Every structure upgrades forever. Each 10th level promotes it into a new form, and you choose the branch. Once the branches run out it ascends instead, multiplying everything, without limit.
Sap
The Heartspore trickles sap, the Rust drops it when broken, and calling a wave early pays a bonus. Reclaiming a structure returns 55%.
Night
The moor runs a full day/night cycle. Nothing changes mechanically after dark — but the Bloom is easier to love at night.