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Stress Bunker

Stress Bunker only seems like simple entertainment. Each wave challenges your composure under stress and your ability to keep many tasks in mind at once: choosing targets, watching charge levels, switching weapons and repairing the cannon in time. Can you stay calm and set the right priorities when everything demands your attention?

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Stress Bunker — gameplay

How to play

Choose a weapon, then a stat to charge. Other weapons keep their reserves but do not charge in the background. Volley, radius and aiming are shared. If your main weapon runs low, switch to a prepared one. The selected stat gains 1 every 0.6 s, up to 12. Repeated taps do not speed it up. Switching weapons transfers power or range charging to the new weapon; pausing stops charging. The cannon only fires at your selected target. Once it is destroyed, choose another. Tap again to deselect. Use Flak (area damage) or SAM (homing) against aircraft. Ground ammunition cannot hit flying enemies. Select mines, a fire wall or a decoy, then tap open ground. The energy shield activates immediately for 10 s; drones last 15 s. Two drones attack ground and air targets for 8 damage per shot. Abilities have separate long cooldowns and cost no charge. Mines last 45 s, fire 8 s and the decoy 12 s. Raiders and gunners move between cover, dig in when targeted and advance while you repair or reload. Runners charge straight ahead. Fire forces cautious enemies to change route. Repair in the bottom row restores 30 health over 3 seconds. During repair the cannon cannot fire and remains vulnerable. You can repair again 16 seconds after activation. Tap a crate to target it: the cannon aims and fires, spending charge. The reward arrives on impact. Cover can block the shot; increase range if the crate is too far away. Labeled crates give +5 to a stat, capped at 12. Power and range go to the weapon that hits the crate. A question mark gives a random bonus or penalty for 10 seconds; an extra life lasts until used. You can leave a crate untouched. Repeated effects refresh their timer; different effects stack. Volley: 1 / 4 / 7 / 10 gives 1 / 2 / 3 / 4 projectiles and also extends burning. Flyers cross cover; bombers attack the cannon from above. Ground fire cannot damage aircraft. There are 20 levels with three waves each. After each wave, choose a permanent cannon upgrade (barrel, feed and charger: up to 20 ranks; armor: up to 5), gain 25 health and replenish every weapon’s base charge. The third wave leads to the next level. Aircraft appear from wave two; wrecks can damage nearby ground enemies and your cannon. Upgrades last for this run; restarting resets them. Reloading starts a new game; progress is not saved.

Stress Bunker only seems like simple entertainment. Each wave challenges your composure under stress and your ability to keep many tasks in mind at once: choosing targets, watching charge levels, switching weapons and repairing the cannon in time. Can you stay calm and set the right priorities when everything demands your attention?

Each weapon has its own power and range.

Choose a weapon, then a stat to charge. Other weapons keep their reserves but do not charge in the background. Volley, radius and aiming are shared. If your main weapon runs low, switch to a prepared one. The selected stat gains 1 every 0.6 s, up to 12. Repeated taps do not speed it up. Switching weapons transfers power or range charging to the new weapon; pausing stops charging.

Each weapon has its own power and range.

Weapon → enemy.

The cannon only fires at your selected target. Once it is destroyed, choose another. Tap again to deselect. Use Flak (area damage) or SAM (homing) against aircraft. Ground ammunition cannot hit flying enemies.

Weapon → enemy.

Control the passages.

Select mines, a fire wall or a decoy, then tap open ground. The energy shield activates immediately for 10 s; drones last 15 s. Two drones attack ground and air targets for 8 damage per shot. Abilities have separate long cooldowns and cost no charge. Mines last 45 s, fire 8 s and the decoy 12 s.

Control the passages.

Watch enemy behavior.

Raiders and gunners move between cover, dig in when targeted and advance while you repair or reload. Runners charge straight ahead. Fire forces cautious enemies to change route.

Repairs take time.

Repair in the bottom row restores 30 health over 3 seconds. During repair the cannon cannot fire and remains vulnerable. You can repair again 16 seconds after activation.

Hit the selected crate.

Tap a crate to target it: the cannon aims and fires, spending charge. The reward arrives on impact. Cover can block the shot; increase range if the crate is too far away. Labeled crates give +5 to a stat, capped at 12. Power and range go to the weapon that hits the crate. A question mark gives a random bonus or penalty for 10 seconds; an extra life lasts until used. You can leave a crate untouched. Repeated effects refresh their timer; different effects stack.

Cannon upgrades and effects

Volley: 1 / 4 / 7 / 10 gives 1 / 2 / 3 / 4 projectiles and also extends burning. Flyers cross cover; bombers attack the cannon from above. Ground fire cannot damage aircraft. There are 20 levels with three waves each. After each wave, choose a permanent cannon upgrade (barrel, feed and charger: up to 20 ranks; armor: up to 5), gain 25 health and replenish every weapon’s base charge. The third wave leads to the next level. Aircraft appear from wave two; wrecks can damage nearby ground enemies and your cannon. Upgrades last for this run; restarting resets them. Reloading starts a new game; progress is not saved.

Cannon upgrades and effects