Nuke a City How to Launch a Nuke
From 100 EXP to a steered blast, cash payout, and a full city wipe.
Launching is the whole paycheck in Nuke a City. Droppers only matter because they push an explosive to 100 EXP. The rocket only matters because it carries that explosive. Control is the fire button, and steering is how you turn a ready warhead into cash instead of a dirt patch. This page is the load-fire-aim loop. If you still need spawn habits, go back to Getting Started. If the prompt never appears, read Controls and HUD. If the blast looks fine and the wallet does not, switch to How to Make Money Fast.
Hit 100 EXP before you touch the rocket
Every explosive has an EXP fill. The launch threshold is 100. Feeding past a partial bar and firing early throws away the scaling that makes later rockets worth watching. Stay on the dropper, fountain, or nuclear pad until the explosive is ready, then pick it up and walk it to the rocket. Offline ticks count toward the same 100. If you log back in to a full explosive, load it; do not start a fresh one out of habit. Fuse is a side step that spends an explosive to return more EXP after a timer. Use fuse when you already have a spare, not when you are still unlocking the first 100 of the night.
Load the rocket, then press Control
Interact with the rocket to load the ready explosive. Loading and firing are two actions. New players mash Control while the warhead is still on the pad and think the game is broken. Watch the rocket, confirm the load, then press Control. On PC that is the on-screen Control prompt plus the key the HUD highlights. On mobile and Xbox it is the same labeled Control action, not jump and not the dropper button. After Control the missile leaves the plot and arcs toward the shared city. Six people can fire at that city on one server. Your rocket is still yours; the skyline is not.
Steer the blast instead of watching the trail
Control is not only the fire key. After launch you can steer. Push the warhead toward dense housing, the downtown cluster, or whatever still has walls. Empty grass, water, and already flattened blocks pay poorly. A small EXP rocket that hits the center still beats a fat rocket that lands in a field. Community clips show first-time players missing the city entirely and collecting pocket change. If steering feels slippery, drop extra HUD panels and keep the camera on the missile, not on your plot. Device-specific notes for that camera and the Control prompt are on the controls page.
Cash scales with EXP at launch
The payout is not a flat stamp. Bigger EXP at the moment you fire produces a bigger blast and more cash. That is why waiting for 100, and why later explosives with higher looks, matter more than launching every time the rocket is empty. Players report rocket levels climbing toward 19 and explosive looks toward 24 on long runs. Treat those as community peaks, not a shop guarantee. Upgrading the rocket helps the delivery; upgrading droppers helps the EXP that fills it. If you must pick one spend after a decent launch, fill speed usually pays sooner than a rocket skin you cannot feed. Machine order is ranked on the machine tier list.
A 100 percent city wipe is a milestone
When trees, suburbs, and downtown all go down in one shot, you have hit the wipe milestone. It is a check that EXP, rocket, and steering lined up. It is not a requirement on every launch. Early rockets will leave blocks standing. That is a fill problem or an aim problem, not a reason to rebirth. Chase wipes when you want a cash spike or a proof of build, then go back to firing from a healthy 100 EXP cycle. The city rebuilds between shots. Other players on the server can flatten pieces before you arrive, which is why a wipe is easier on a quiet server and harder when five other warheads are already in the air.
Common launch mistakes
Firing under 100 EXP, skipping the load step, ignoring Control, and parking the blast in empty lots are the four spawn mistakes. The fifth is buying auto-launch cosmetics before you understand steering, then wondering why cash is random. Manual Control on a fat warhead taught well beats an automatic shot into grass. The sixth is standing in someone else’s base and interacting with their rocket. Walk back to your plot. The seventh is launching, then spending the entire payout on poison or fountain while the nuclear dropper is still locked. Expand and buy nuclear when the shop allows; keep feeding the pad that actually fills EXP.
A clean wipe is a trophy, not a tax. If the outskirts still stand, spend the next cycle on EXP and steering rather than a new pad you will not staff. When the skyline goes dark in one shot, you have earned the money page. Keep using Control on purpose until the motion is boring. Boring launches are the ones that pay rent.
Frequently Asked Questions
Quick answers to the most common questions.
Why will my nuke not launch?
The explosive is under 100 EXP, or it is not loaded into the rocket. Fill first, interact with the rocket, then press Control. Details for the prompt are on Controls and HUD.
Does cash really scale with EXP?
Yes. Payout tracks blast size, and blast size tracks EXP at launch. Waiting for 100 EXP, then growing later looks, earns more than a stream of thin rockets.
Can I steer after I press Control?
Yes. Control fires the rocket, then you guide it into dense buildings. Missing the city is the usual reason a ready warhead pays almost nothing.
Is a full city wipe required?
No. A 100 percent wipe is a milestone that proves EXP, rocket, and aim lined up. Early launches can leave suburbs standing and still buy the next dropper upgrade.
Which machine should I upgrade to launch more often?
Feed the nuclear dropper once plot expand unlocks it. Until then, upgrade the free pad and fountain. See the machine tier list for the spend order.