ShapeyWave

Casual roguelike · Plays in your browser

Free in your browser No download PLAY NOW

You get one turret, planted in the middle of the screen. Shapes come at it from every direction and it shoots them all by itself. Every kill drops coins. Spend them mid-run on a bigger gun, a longer reach, a faster trigger, and watch how much further the next wave takes you. Nothing you buy ever goes away. The run ends, the build stays, and you go again.

How it plays

The wave walks in

They come from every edge at once. Some sprint, some lumber, some refuse to hold a straight line.

The turret handles the aim

You never touch it. It finds its own targets and pulls its own trigger, so the only thing you control is how hard it hits.

Buy, die, keep it

Coins go in between waves and stay bought. Every run you lose leaves you with a turret that survives longer next time.

The roster

Thirteen shapes on seven different paths in — straight, sine wave, orbit, zigzag, lurch, charge and wander — and every one of them turns to face the way it is actually travelling, so a zigzag leans into its cuts instead of sliding sideways at you.

Wave 1

Basic

Walks straight in. No tricks, no mercy, just more of them every wave.

HP
5
Coins
10
Speed
100
Contact
2
Path
Straight
Wave 5

Speedy

Triple speed, cutting hard left and right the whole way in. Blink and it is already on you.

HP
3
Coins
5
Speed
300
Contact
1
Path
ZigZag
Wave 10

Tank

Slow, thick and heavy-handed, and it comes on in surges rather than at a walk. Pays the best of any early enemy.

HP
15
Coins
20
Speed
50
Contact
3
Path
Lurch
Wave 15

Wobbler

Weaves as it walks, and every hit you land makes it weave harder.

HP
12
Coins
9
Speed
70
Contact
2
Path
Sine wave
Wave 20

Ratio

Spirals in rather than walks, circling quicker as the ring tightens. Its numbers climb every wave until it owns the screen.

HP
15
Coins
12
Speed
60
Contact
2
Path
Orbit
Wave 25

Tele

Shrugs off the first hit of every life outright, then blinks away from that one and from every one after it.

HP
5
Coins
7
Speed
150
Contact
2
Path
Straight
Wave 30

Shielder

Fifty hit points behind a shimmering shield, weaving in slow and wide. The wall of the roster.

HP
50
Coins
20
Speed
50
Contact
1
Path
Sine wave
Wave 35

Pooler

Drifts in on no line you can read, and drains health out of the enemies around it every time you hit it. Catch it alone.

HP
35
Coins
8
Speed
100
Contact
2
Path
Wander
Wave 40

Healer

Killing it heals everything standing near it, and it drifts in wide enough to always find company. Sometimes the answer is to wait.

HP
15
Coins
15
Speed
100
Contact
2
Path
Wander
Wave 45

Damager

Hangs back at half pace until it is close, then runs the last stretch at over three times its speed. It borrows damage from every neighbour.

HP
10
Coins
7
Speed
100
Contact
1
Path
Charge
Wave 50

Carrier

Lurches in, hits harder than anything else on contact, and bursts into four more when it dies.

HP
25
Coins
11
Speed
25
Contact
5
Path
Lurch
Wave 55

Sacraficer

Cuts side to side and speeds up every enemy around it. Kill it first or the whole wave arrives early.

HP
5
Coins
10
Speed
100
Contact
2
Path
ZigZag
Wave 60

Durgler

Weaves in fast, then dashes sideways and back on every hit, kiting your turret across the field.

HP
5
Coins
10
Speed
150
Contact
2
Path
Sine wave

The arsenal

Base

Health

How many hits get through before the run ends. A hundred levels deep, and the thing you are still buying a hundred waves from now.

Base

Range

How far out the turret starts working. Fifteen levels take it from 400px to 700, pushing the fight away from you and buying back seconds.

Base

Rotation

How fast the barrel swings onto its next target, 3.5 up to 9.5 over thirty levels. The difference between tracking a wave and chasing it.

Weapon

Damage

Straight damage per shot, half a point at a time. Enemy health starts climbing at wave 20, and the last levels keep the turret ahead of it.

Weapon

Fire Rate

The gap between shots, from four fifths of a second down to a twentieth. Cheapest thing on the board and the biggest jump in output.

Weapon

Multi Shot

One barrel, then two, then a three-round spread. Two levels, priced like the late game they belong to, and they turn a clean line into a cone.

Weapon

Piercing

Shots punch through the first shape into whatever is queued behind it, up to three deep. The answer to anything that arrives single file.

Weapon

AoE Size

Widens the blast that lands with every hit, five levels from 5 out to 30, until the small stuff has stopped being a problem at all.

Weapon

Bullet Speed

How fast the shot crosses the gap, fifteen levels from 200px a second up to 1325. Fast enough and the dodgers stop getting out of the way.

Weapon

Bullet Size

A bigger round is a bigger hitbox, twenty levels of it, up to double what you started with. Quiet, cheap, and it never stops paying.

Other

Homing

How hard a shot may bend after the enemy it was fired at. Three levels, a radian a second each, against a barrel that traverses at 3.5.

Other

Slowing Field

A ring around the turret that takes a quarter, then half, off the speed of everything inside it. Two levels, the second covering 400px.

Other

Lightning Arc

Hits jump to the shapes standing nearest the one you struck. Each level is another point of arc damage, another enemy caught, more reach.

Other

Guard Towers

Up to five small turrets posted around yours. They fire at the numbers a new save starts with and never upgrade, so they are an early leg-up.

Details

Overview

Genre
Wave survival, turret defence
Engine
Godot 4
Players
Single-player
Platform
Browser — no download
Controls
The turret aims and fires itself
Progression
Coins and upgrades persist between runs
Speed
4× fast-forward toggle on the menu button
Price
Free to play

System requirements

Minimum

  • OS — Windows, macOS, Linux, ChromeOS
  • Browser — Chrome, Edge, Firefox or Safari, current version
  • Processor — Any dual core from the last decade
  • Memory — 2 GB RAM
  • Graphics — WebGL 2 support, 1280×720
  • Storage — No install, runs in the browser

Recommended

  • Processor — Any quad core from the last five years
  • Memory — 4 GB RAM
  • Display — 1920×1080

Hardware acceleration should be left enabled. Coins and upgrades are saved in the browser, so play on the same browser to keep your progress.