Counter every modifier
Shield, Armor, Split, Cloak, EMP, Regen, Overclock and Spawner each break a different turret build.
Deep-space tower defense
Defend the hyperspace lane across ten chapters. Build turrets, read every enemy modifier, and break each boss before it reaches the core.
It is not about building more turrets. It is about building the right ones.
Shield, Armor, Split, Cloak, EMP, Regen, Overclock and Spawner each break a different turret build.
Four acts from Earth Orbit to the Osiris Core, each closing on a boss with phase gates at 66% and 33%.
Enemies stream in continuously, and density follows your leak rate, remaining health and clear speed.
Piercing, Overclock and Break modules reach five levels — and unlock level 4 and 5 turrets.
Open a wave before the timer ends for bonus gold, and keep three clean waves for a stacking combo.
Switch between Easy, Normal and Hard whenever you like — the spawn controller follows immediately.
Every chapter has its own environment hazard — and its own boss.
One thumb, four calls.
Build a turret for 50 gold.
Upgrade it, sell it, or change its modules.
Skip the prep timer for bonus gold.
Play at 1x, 2x or 3x — pause whenever.
Ten chapters, ten bosses, one hyperspace lane. Build the defense that fits the next wave, not the last one.
Want early access? Write to rossietriolo@gmail.com.