All Army Attack Home Base

Updated

Spend the battle's cash on the town. All Army Attack's store page says that away from the battlefield you choose how to use that cash across meta-progression systems: build the town, strengthen bonuses, unlock content, and put hats on characters. The November 10 briefing calls the same place a home base and adds that hats have useful stats.

The town is on the coast. An official screenshot shows a beach, a dock, a boat, palms, and small creatures between buildings. Press that calls the base beachside is describing that picture, not a second mode. You develop one place, then go back out.

The tabs the UI actually prints

Store screenshots of the menu label four destinations: Base Plan, Soul Lab, Treasure Shop, and Set Out. A progress panel on the same family of screens says Exclusive Mechanic, names Arid Wastes, shows a Crystal Drop Rate bonus, a Level 2 row, the line "Bosses gain Curses," and medal collection. Separate labels read Undiscovered and Unlocks.

Use the tabs like this:

  1. Base Plan is the default spend. If you do not know a menu, the plan is the one that should get the first gold.
  2. Soul Lab is where mutation talk belongs until the demo shows otherwise. The store text says you craft and mutate individual soldiers. The lab is the named room. A Plant card already mutates two units at end of turn on the cards page. Check whether the lab is that system or a longer upgrade.
  3. Treasure Shop is a tab in the base, and press also calls a Treasure Shop demo-exclusive. Read treasures before you assume the tab vanishes at launch.
  4. Set Out is the door back to a fight. Do not camp in the town once the purchases you understand are bought.

Tip: Buy one printed number before you buy a building you cannot read. Merchant Hat shows +2 income per turn. That purchase is explained on hats. A pretty roof with no tooltip can wait.

What the town is for

The store text says advantages for the next battle, at your own pace. This is not a match timer. It is the roguelike half. A hands-on preview contrasts that with session-only auto-battlers: you keep strengthening a town between runs. The preview is one journalist. The store page already said the same thing without the comparison. Believe the store page.

The town does not replace Fight or Flight. You still decide which troops survive a fight so the payout exists. The town is where the payout goes. A wide army from Warcluck still needs income, or the lab never opens.

Arid Wastes progress sitting inside this menu means the map and the town share a screen. Raising difficulty, collecting medals, and handing bosses more curses are base-track problems. Bosses tells you what to do with Dead End and Muddy Waters when that track moves. Maps tells you why the card pool changes when the track changes region.

What to skip

Skip a decoration-only reading. The briefing and the hat tooltip argue for stats. Skip a claim that every building is known. The beach shot does not label the shark-roof stall or the greenhouse with rules. They are scenery until a tooltip exists. Skip multiplayer assumptions about the boat. A boat in the art is not a co-op queue. Multiplayer is the feature-list argument.

Verdict: Open Base Plan, buy the hat or upgrade with a number, glance at Soul Lab, and Set Out. Tour the beach after the Prologue, not before it.

All pages in this section

FAQ

Is the home base only in the full game?

The screenshots are on the store page for the game, and press describes spending between demo battles at the base. A demo-only town is unconfirmed. Expect the tabs in the fest build and a larger town in 2027.

Can I ignore the town and only draft?

You can finish a single fight that way. You cannot follow the store's meta-progression pitch that way. The beginner guide puts one town purchase in the first session on purpose.

Where do patch notes for the town go?

The update log and this page, the day a tab's tooltip changes.

Sources: Steam store page, Steam community announcement, store screenshots