NATIVE EDITION / TOWER DEFENSE
CURRENT MAPSWITCHBACKEasy · 1 IN / 1 OUT
BANK$350
LIVES20
WAVE00 / 40
SCORE0
PREPARE YOUR DEFENSEPLACE TOWERS OFF THE PATH

CURRENT WAVE

NEXT WAVE

Select a tower on the right, then place it on the grid.
18 Towers U Upgrade P Pause Space Send waveSystem ready. The Vectoids are coming.
VECTOR DEFENSE NETWORK

Select a map

Eight maps, from Easy to Expert. Green gates are entrances; pink gates are exits. On maps with two routes, Vectoids alternate between them.

Changing maps starts a new game.
FIELD MANUAL

Stop the Vectoids.

Start with $350 and 20 lives. Build on empty cells, then send a wave. Survive 40 waves across eight maps.

Eight unique towers, no tiers. Each starts at L1 and upgrades twice to L3. Attacking towers gain 40% damage and +3 range per level. Frost improves its slowing strength; Amplifiers boost damage by 20% / 30% / 40%. The strongest nearby Amplifier applies; they never stack. Sell towers for 75% of their investment.

Upgrade or expand? Upgrade strong positions for more damage. Build elsewhere to cover another route, or choose another tower to counter armor, crowds or immunity. The tower panel shows exact upgrade gains and color matchups.

PULSE LASER Fast single-target fire; strongest against green and blue.

CHAIN ARC Up to 3 enemies per shot, losing 20% damage each jump.

ROCKET LAUNCHER Long-range homing splash, strong against red.

PLASMA MORTAR Heavy area damage, strong against purple and grey; weak against blue.

FROST FIELD Slows groups by 52% / 62% / 72%. Purple is slow immune.

RAILGUN Heavy, slow, long-range shots for armored targets.

CORROSION TOWER 4 seconds of damage over time; refreshing does not stack it. Sealed Drones are immune to corrosion but still take direct damage.

AMPLIFIER Improves nearby attacking towers; cannot attack.

Bosses arrive on waves 10, 20, 30 and 40. Read their abilities and highlighted route before sending the wave. Ironclad has armor and slow resistance; Broodmother releases hatchlings; Phase Walker alternates its shield; Overlord enrages and summons escorts. Each boss kill awards money and a power cell.

Regular escapes cost 1 life and return to their entrance. Boss escapes cost 3 lives and leave permanently. Remaining escorts must still be cleared. No boss is immune to an entire tower’s damage.

Expert: regular waves alternate their main attack route (cyan dotted preview), with roughly 80% of enemies on one route. Armored Red, Purple Swarm, Blue Rush and Sealed Advance need different counters. Income is lower, base interest is 1%, and auto waves wait 10 seconds for planning. Selling still refunds 75%; keep useful coverage and move investments when the next route or counter changes.

On Easy, Normal and Hard, unspent cash earns 3% interest at each wave start. Power cells buy +4 lives, +1% interest, or a non-stacking +20% range booster. Damage boosting comes from Amplifiers.

Keys 1–8 select towers; arrows move the cursor; Enter places; U upgrades; P pauses; Space sends a wave; Esc cancels. Auto waves wait 8 seconds before a boss and 5 before resistant enemies. Pause to plan.