Guides

Getting Started with Brigador Killers

Learn the demo structure, first systems, and how to survive your early Garage runs.

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Getting Started

Brigador Killers is an isometric insurgent simulator from Stellar Jockeys and Gausswerks. You operate behind enemy lines in Mar Nosso as part of Team Anchor, fighting on foot and in stolen or fabricated vehicles while you assemble a private arsenal. The tone sits between classic Brigador violence and boots-on-the-ground infiltration inspired by older isometric action games. This getting-started guide assumes you own or downloaded the public demo on Steam or GOG and want a clean first hour before Early Access on August 20, 2026.

Demo structure in one minute

The demo ships two campaigns:

  • OBSTACLE 1 — a tightly directed six-mission introduction with short narrative beats, an explosive opening, and a punchy finale. Expect roughly fifteen minutes if you stay on task.
  • THE GARAGE — a semi-sandbox with no fixed story spine. You expand a hideout, deploy on remixable missions, salvage parts, fabricate vehicles, mount guns, and chase harder content for hours.

New players should finish Obstacle 1 before treating The Garage as the main loop. Obstacle 1 teaches interaction distance, inventory pressure, and the feel of foot combat without burying you in Fabricator recipes on day one. When you are ready for the long session, jump to the Garage Guide and the Obstacle 1 Walkthrough.

Hardware, input, and comfort settings

Play on Windows for the supported path. The studio builds on Linux tooling, but official Linux and Steam Deck support remain unfinished; Wine results vary. Controllers can be functional in newer public builds, yet Stellar Jockeys still recommends mouse and keyboard as the intended experience. Movement is cursor-relative on foot, aiming uses right mouse button, and inventory management expects precise clicks. If you only have a gamepad, expect friction around Armory transfers and Fabricator confirmations.

Learn the default binds early in Controls: WASD move, Shift sprint, Ctrl or C crouch, Z prone, E interact, Tab inventory, right mouse aim, left mouse fire. Pause with Esc to rebind anything that fights your muscle memory. Press V to toggle align-to-mouse if relative movement feels wrong.

First-hour checklist

  1. Complete OBSTACLE 1 once without restarting mid-finale so you see the teaching beats.
  2. Enter THE GARAGE and walk the pads: Armory, gantries, mission selector, then Scrapper and Fabricator after the intro unlocks them.
  3. Park a free or scavenged vehicle on a gantry. Anything left loose on the floor can vanish if you deploy without saving correctly.
  4. Open the Armory, equip a modest primary, load ammo, and leave exotic guns in storage until you understand death risk.
  5. Run Crow’s Field or another low-tier mission as a gear recovery loop after losses.
  6. Only then attempt Merchant Causeway or high-value depots with a vehicle that can haul crates.

Why death hurts now

Modern builds apply inventory loss when a mission fails. Gear and vehicles you bring in can be stripped down to a loyalist kit, though unlocked suit upgrades remain available to re-equip from the Garage. That change is intentional: you should think about what you deploy with, not treat every run as a free reset. Pair this page with Inventory and Loadouts before you take a rare mount into a noisy assault.

Systems you will touch every session

  • Armory pad — store and retrieve weapons, load ammo, mount guns on hardpoint vehicles, deposit gantry expansion kits and key items that unlock combat rigs.
  • Gantries — one vehicle per slot; expansion kits unlock more after extract and deposit.
  • Scrapper — strip salvaged vehicles into parts and components that land under Armory ammo-side storage.
  • Fabricator — spend parts to build chassis from scratch or upgun platforms such as a Liliputter into a technical.
  • Merchant Causeway — spend weightless credits, then fight NOSPOL on the way home.

Deep dives live in Salvage and Fabricator and Mount Weapons. Combat posture and extraction habits are covered in Combat Tips.

What to expect before Early Access

The demo already shows the fantasy: thirty-plus firearms, sedan-to-tank-to-mech mobility, combat rigs, remixable missions, and base crafting. UI polish and full tutorialization are still evolving. Wishlist the Steam page, keep an eye on GOG for the same Early Access window, and treat this wiki as living documentation rather than a frozen strategy bible. When a patch renames a pad or changes death rules, start from this page, then follow the sibling links for the system that changed.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Should I play Obstacle 1 or The Garage first?

Play OBSTACLE 1 first. It is the short systems tutorial. THE GARAGE is the multi-hour sandbox where salvage, fabrication, and death stakes matter.

Is mouse and keyboard required?

It is strongly recommended. Controllers may work in newer builds, but aiming, inventory, and pad interactions are designed around mouse and keyboard.

When does Early Access launch?

Early Access is planned for August 20, 2026 on Steam and GOG. The public demo is available now for practice.

What happens if I die on a mission?

Mission loadouts and brought vehicles can be lost. Unlocked suit upgrades remain; re-equip from the Garage and rebuild carefully.

Where do I go after this page?

Read [Controls](/guides/controls/), then the [Obstacle 1 Walkthrough](/guides/obstacle-1-walkthrough/) and [Garage Guide](/guides/garage-guide/).