Basic
Walks straight in. No tricks, no mercy, just more of them every wave.
- HP
- 5
- Coins
- 10
- Speed
- 100
- Contact
- 2
- Path
- Straight
Casual roguelike · Plays in your browser
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.
They come from every edge at once. Some sprint, some lumber, some refuse to hold a straight line.
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.
Coins go in between waves and stay bought. Every run you lose leaves you with a turret that survives longer next time.
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.
Walks straight in. No tricks, no mercy, just more of them every wave.
Triple speed, cutting hard left and right the whole way in. Blink and it is already on you.
Slow, thick and heavy-handed, and it comes on in surges rather than at a walk. Pays the best of any early enemy.
Weaves as it walks, and every hit you land makes it weave harder.
Spirals in rather than walks, circling quicker as the ring tightens. Its numbers climb every wave until it owns the screen.
Shrugs off the first hit of every life outright, then blinks away from that one and from every one after it.
Fifty hit points behind a shimmering shield, weaving in slow and wide. The wall of the roster.
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.
Killing it heals everything standing near it, and it drifts in wide enough to always find company. Sometimes the answer is to wait.
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.
Lurches in, hits harder than anything else on contact, and bursts into four more when it dies.
Cuts side to side and speeds up every enemy around it. Kill it first or the whole wave arrives early.
Weaves in fast, then dashes sideways and back on every hit, kiting your turret across the field.
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.
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.
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.
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.
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.
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.
Shots punch through the first shape into whatever is queued behind it, up to three deep. The answer to anything that arrives single file.
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.
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.
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.
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.
A ring around the turret that takes a quarter, then half, off the speed of everything inside it. Two levels, the second covering 400px.
Hits jump to the shapes standing nearest the one you struck. Each level is another point of arc damage, another enemy caught, more reach.
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.
Overview
Minimum
Recommended
Hardware acceleration should be left enabled. Coins and upgrades are saved in the browser, so play on the same browser to keep your progress.