Hold the road. Build towers, upgrade between waves, and keep anything from reaching the far end — the attackers adapt to whatever you rely on.
Lives20
Gold0
Wave0
Best0
Pick a tower above, then click a grass tile to build.
Build a few towers, then start wave 1.
Click a tower type, then a buildable tile. Click a placed tower to upgrade or sell it.
Space starts the next wave, 1–6 pick a tower,
Esc cancels.
Choose a map
Each road holds a different shape of fight. Your best wave is tracked separately on each.
How to play
Enemies walk the road from left to right. Every one that reaches the end costs you a life. Survive as many waves as you can.
Maps
You pick a map before each game, and your best wave is tracked separately on each one.
They differ in more than looks: Whiteout's long straights give you the most
shooting time, while Dune Run's cramped hairpins are far and away the hardest.
Restart reopens the picker.
The catch
Each wave is built to punish whatever you lean on. Fill the map with rapid-fire
Arrows and armoured enemies start showing up. Go all-in on Frost and you'll meet things that don't
freeze. The scouting report above the map warns you before each wave, so read it and diversify.
Damage and armour
Armour subtracts a flat amount from every hit, so many weak hits get blunted while one big
hit barely notices. That's the core rock-paper-scissors: fast towers shred swarms, heavy towers
crack armour.
Notes
Cannons cannot hit fliers — everything else can.
Fliers ignore the road and cut straight across the map.
Beacons don't shoot; they buff every tower next to them.
Selling refunds 60%. Upgrading is almost always better value than a new tower.
Auto starts each wave for you after a 3–second breather, once
you have started the first one yourself. It pauses while a panel is open, and the
fast-forward speeds the countdown up with everything else.
At tier 3 each tower picks one of two permanent specialisations.
A Colossus arrives every 5 waves. Every 25th wave sends
the Leviathan instead — it shrugs off frost, carries a regenerating
shield, drops swarms behind your front line, and speeds up below a third health.
Letting one through costs 10 lives.