IN ACTIVE DEVELOPMENT

Shape the route.Hold the reactor.

King Vector is calculating an escape from 2D into 3D. Draft Circuit Blocks, protect your mining crews, and defend 15 campaign sectors before the breach becomes an empire.

15
SECTORS
49
TOWER SYSTEMS
150
ENEMY DOSSIERS
Vector Bastion cyan-and-magenta V crest with a white B on its shield

INTERCEPTED TRANSMISSION // KING VECTOR

“Two dimensions were a prison. Three will be my throne.”

CORE SYSTEM // ROUTECRAFT

Every path is a weapon.

Most tower defenses ask where to place a tower. Vector Bastion asks what the battlefield should become before the next wave arrives.

Current development build showing the Level 1 route grid and open Circuit Blocks draft panelIN-GAME // DEVELOPMENT CAPTURE
Routecraft in motion.Draft Circuit Block shapes, rotate their cells, then commit only when enemy routes and mining access stay open.
LIVE PATH PREVIEW● ROUTE VALID
01

Draft

Choose between seeded Circuit Block shapes.

02

Rotate

Preview the reroute before committing the grid.

03

Fortify

Build directly on the foundations you created.

CIRCUIT BLOCKS PERMANENTLY RESHAPE THE SECTOR EVERY SPAWN STILL REACHES THE REACTOR

01ROUTECRAFT

Circuit Blocks

Draft, rotate, preview, and commit permanent route changes. Every legal shape still leads the breach toward the reactor—just not quickly.

02ARSENAL

Layered defenses

Build damage, control, economy, and support into one machine. Six persistent Hero Towers add long-term choices across the campaign.

03COMMAND

Choose your doctrine

Four commanders bend the same grid in different ways, from raw firepower and range to tighter economies and stronger starts.

04PROGRESSION

Carry power forward

Earn protocol points, evolve a Hero, and turn each sector victory into a more capable bastion for the next breach.

05CAMPAIGN

Boss-built sectors

Fifteen sectors escalate across three acts, each with a distinct boss, geometry problem, atmosphere, and soundtrack.

06PRESSURE

A living wave plan

Fast runners, splitting threats, shield lines, supports, and boss families force the route—and your priorities—to keep changing.

FIELD MANUAL // RTS MINING ECONOMY

Mine the map. Fund the fight.

Credits now arrive at Mining Depots—not from defeated enemies. Split your workforce between mineral deliveries and crystal collection, then keep the supply routes alive.

FREEFIRST DEPOT / LEVEL
1 → 2MINERS PER DEPOT
3 HPDEFEND EVERY WORKER
30sAFTER THE FINAL SPAWN
Current game showing Mining Depots, gold mineral fragments, violet crystal deposits, and miners queued along their supply routesIN-GAME // MINING & SUPPLY ROUTES
Your economy has a commute.Real in-engine mining demonstration in Neon Gate, with the new painted scenery and vector workforce.

01 / ESTABLISH

Your first depot is on the house.

Place the free Mining Depot before launching a wave. It starts with one miner; one paid upgrade adds a second. Keep an open entrance and at least three grid squares of separation from every resource site, including diagonally. Your last depot cannot be sold.

02 / ASSIGN

Credits now, or crystals later?

Choose Minerals or Crystals before the wave; assignments lock during combat. Minerals pay after a three-second dig, the trip home, and a three-second unload. Crystal collectors stay until the income cutoff, then must survive the journey home and the remaining fight to earn one crystal each.

03 / PROTECT

The workforce is not an army.

Miners move two cells per game second and have three HP. Enemies stop to attack them; miners cannot fight back. A loss drops the cargo and forfeits that worker’s crystal for the wave. Replacements arrive free after five game seconds. Defend the commute.

04 / ROUTE

Good logistics beat a traffic jam.

Each mineral site serves one driller at a time, with arriving workers queued nearby. Crystal sites accept two committed collectors per wave. Deposits never run out, but travel and waiting cost time. Circuit Blocks must preserve both enemy paths and mining access; route previews show the detour before you commit.

THE INCOME WINDOW

Clear fast. Deliver double. Bring everyone home.

Mining begins at wave launch. The final scheduled enemy spawn starts a 30-game-second countdown; summons do not reset it. Clear the battlefield early and the remaining window runs at 10× speed with double mineral deliveries—not double crystals. A late enemy suspends the bonus without extending the deadline.

At cutoff, unfinished loads and partial unloading are lost. All workers travel home; the next build phase waits for the timer, enemies, and returning workforce to finish. An active early-clear speedup continues until the last worker is home.

Support the depot, not a bounty counter.

Finance adds 5% to mineral deliveries. Salvage Yard boosts deliveries to depots in its range. Wall Street keeps its nearby upgrade discounts and depot bonus, plus one highest global delivery bonus (2% at base). These bonuses are composed once before any early-clear multiplier.

Kill bounties, automatic wave crystals, interest income, and Golden Circuits are retired. Former Golden Circuit squares are ordinary Circuit pads. Tower refunds and recovered stolen credits return your investment; they are not new earned income.

18 STAGES // BASELINE PRICESMineral yields & expansion costs

The first depot is free on every stage. Prices below are before discounts; yields exclude support and early-clear bonuses. Shorter routes, queue time, worker losses, and crystal assignments change your actual income. Optional and secret stage names are included.

Current baseline mining budgets, September 11, 2026. All prices and payouts are credits.
StageMineral / crystal sitesCredits / loadExtra depotSecond miner
Level 1: Neon GateSector 11 / 135210105
Level 2: Circuit FoundrySector 21 / 1155930465
Level 3: Dual PortalSector 31 / 12201,320660
Level 4: Prism CrucibleSector 42 / 1105630315
Challenge 4→8: Tay Tay's Eras Arraychallenge_tay_tay3 / 235210105
Level 5: Reactor SiegeSector 52 / 12051,230615
Level 6: Void OrchardSector 62 / 1120720360
Level 7: Fracture BeltSector 72 / 155330165
Level 8: Gravity LatticeSector 82 / 12515075
Challenge 8→12: Lameking's Bogus Thronechallenge_lameking1 / 1120720360
Level 9: The Deep PittSector 92 / 170420210
Level 10: Ember LockSector 103 / 2100600300
Level 11: Emergency VectorSector 113 / 275450225
Level 12: Katan's CrossingSector 121 / 195570285
Level 13: Zileas CraterlockSector 133 / 245270135
Level 14: Everlast WardenSector 143 / 240240120
Level 15: Dimensional SpiralSector 153 / 285510255
Secret Cow Level: The Mooebius Pasturesecret_cow_level3 / 23852,3101,155

CAMPAIGN MAP // 15 ACTIVE SECTORS

One breach. Three collapsing realities.

Fifteen campaign sectors, two optional challenges, and a secret pasture now pair painted environments with localized animation. Boats drift, fires flicker, and strange skies turn—while towers, enemies, and the playable grid stay crisp and vector-based.

Current development build showing the Level 4 deployment grid in the Blue Expanse
ACT I05 SECTORS

The Blue Expanse

RIVERS / PIRATES / HAUNTED ESTATES

The breach is new, the grid is blue, and the enemy is taking notes. Teach it only bad habits.

  1. 01Neon Gate
  2. 02Circuit Foundry
  3. 03Dual Portal
  4. 04Prism Crucible
  5. 05Reactor Siege
Current development build showing the Level 8 deployment grid in the Green Veil
ACT II05 SECTORS

The Green Veil

GARDENS / FROST / FURNACES

Reality has sprung a leak. The floor is missing, the air is green, and polite conversation has been rejected by the void.

  1. 01Void Orchard
  2. 02Fracture Belt
  3. 03Gravity Lattice
  4. 04The Deep Pitt
  5. 05Ember Lock
Current development build showing the Level 15 deployment grid in the Rusted Core
ACT III05 SECTORS

The Rusted Core

ESPIONAGE / VERDICTS / ROYAL AMBITION

Alarms, dust, lava, and one monarch with dramatic entitlement. Build the loop and invoice the apocalypse.

  1. 01Emergency Vector
  2. 02Katan's Crossing
  3. 03Zileas Craterlock
  4. 04Everlast Warden
  5. 05Dimensional Spiral

BASTION ARMORY // COMPLETE MANIFEST

All 49 tower systems.

Base Level-1 figures before upgrades, commander doctrine, Support Towers, Circuit overclock, specialization, and temporary effects.

23CORE + HERO + MINING
22PREMIUM / TEST
04SUPPORT REWARDS
01ACTIVE HERO LIMIT

Premium / test candidates are optional and currently entitlement-gated. No purchase claim is made here; the live build remains the source of truth for access.

23 included towersCore arsenal23

The full campaign-ready kit: a Mining Depot, direct fire, control, splash, blockers, six persistent Heroes, and no entitlement requirement.

Core arsenal: base Level-1 tower statistics
TowerTier / unlockCostRangeDamageCadenceField role
Mining Depotmining_depotCommon S1First freeSupply routes1 → 2 minersDeliveryRequired before launch; assign minerals or crystals. One upgrade adds a second miner. Additional depot and upgrade prices vary by stage; see Economy.
Gun Towerbasic_gun_towerCommon S170165171.75/sFast single-target projectile; selectable priority
Cannon Towerbasic_cannon_towerCommon S185150180.40/sSlow missile with 26 splash radius
Phaser Towerbasic_phaser_towerCommon S175195161.50/sInstant line beam; selectable priority
Fighter Towerbasic_fighter_towerCommon S175180131.65/sDeploys 2 route-blocking fighters
Pulse Cannonpulse_cannonUncommon S2210185441.90/sHigh-output baseline projectile
Arc Relayarc_relayUncommon S2175160341.65/sPrimary hit plus 2 chains within 110
Frost Prismfrost_prismUncommon S2220205451.75/sSlows targets to 58% for 1.6 seconds
Stun Nodestun_nodeUncommon S2190190301.40/sDeploys 1-second path traps; 3 per cell
Missile Silomissile_siloRare S3440280420.42/sLong-range missile with 48 splash radius
Laser Arraylaser_arrayRare S3400290180.86/sInstant piercing line beam
Artilleryartillery_towerEpic S46205001100.22/sPredictive shell with 108 splash radius
Assassinassassin_towerEpic S4560218781.40/s3 blockers, vulnerability mark, global shuriken
Poison Misterpoison_misterEpic S458014510.51.70/sRadius poison; stacks up to 6 for 3.2 seconds
EMPemp_towerEpic S4620210100.50.58/sShield pulse plus a 30-second global stop
Gatling Gungatling_gunLegendary S51,250250968.00/sBurst mode triples rate, then overheats
Heat Seekerheat_seekerLegendary S51,2503404200.72/s112-radius splash; global 10-missile volley
Big Berthahero_big_berthaHero S1100 + 2C4201850.18/sPersistent long-range Hero artillery
True Sighthero_true_sightHero S1100 + 2C3604x ampLockMarks one priority target until it is destroyed
Detonatehero_detonateHero S1100 + 2CGlobal10% HP30 secGlobal pulse based on current effective health
Police Towerhero_policeHero S1100 + 2C205Hold5 sec5 officers each detain one target
Wall Streethero_wall_streetHero S1100 + 2C220EconomyDeliveryNearby upgrade discounts and depot delivery bonus; highest global 2% delivery bonus at base, applied once. No interest income.
Command Centerhero_command_centerHero S1100 + 2C240+1 unitAuraBoosts Fighter, Soldier, Assassin, and CAP
22 entitlement-gated towersPremium / test candidates22

Optional tactical variants visible in the current build. They are not required to clear the campaign, and access remains controlled by EntitlementService.

Premium / test candidates: base Level-1 tower statistics
TowerTier / unlockCostRangeDamageCadenceField role
Pulse Slowpulse_slow_towerCommon S195150Control1.00/sSlows every enemy in range to 50% for 0.5s
Tower Supportcommon_tower_supportCommon S1115Adjacent+10%AuraDamage, rate, and range to 4 orthogonal neighbors
First Aidfirst_aid_towerCommon S110516512 heal1.00/sRepairs nearby blocker units
Wall Gatewall_gateUncommon S2160105300.95/sPaired gate; full square deals 4x and forces 0.1x speed
Vector Portvector_portUncommon S21901751001.20/sLaunches reverse-route ram ships
Tunnel Towertunnel_towerUncommon S2140RouteControlCrossingMakes its Circuit Block passable at 50% speed
Soldier Towersoldier_towerUncommon S2220185251.30/s3 blockers with a 5-second respawn
Leech Towerleech_towerUncommon S22102351153.40/sAttach, drain, and refresh a 50% slow
Singularity Wellsingularity_wellRare S3330165180.82/s48-radius gravity field; 72% slow for 1.1s
Rail Lancerail_lanceRare S3420235310.55/sPiercing line beam
Salvage Yardsalvage_yardRare S3180155+12%DeliveryBoosts mineral deliveries to depots in range. Claim Stamp adds +1 per delivery; no kill rewards.
Combat Air Patrolcombat_air_patrolRare S34803201003.00/s2 autonomous patrol ships
TorchtorchRare S3360132108.00/sPiercing flame plus 10 burn DPS for 1.6s
ShockershockerRare S33601503.21.08/sMoving shock field with slow and vulnerability
Grappling Hookgrappling_hookRare S3380215145TrapHard-traps one target for 4 seconds at base
TeleporterteleporterRare S34402702502.10/sRewinds a target 5 path cells once
Fighter Jetfighter_jetEpic S4610Global1603.00/sPersistent jet with a 20-second sidewinder
Saw Millsaw_millEpic S4620178881.42/s3 orbiting contact blades; 48-radius hits
Vampirevampire_towerEpic S46502902453.10/s3 vectors, neighbor boost, 60-second bat swarm
Zero Pointzero_pointLegendary S51,150405108 DPSBeamRamps to 3x; once-wave 6x plus neighbor overclock
BlackholeblackholeLegendary S51,25039024 field0.34/sDrifting 82-radius fields and a pullback singularity
HawkeyehawkeyeLegendary S51,2505202601.50/sRising mark, +18% range aura, global range burst
4 free milestone towersSupport rewards04

Granted through the wave reward cycle. Their effects are composed by TowerStatCalculator and are not baked into the base figures above.

Support rewards: base Level-1 tower statistics
TowerTier / unlockCostRangeDamageCadenceField role
Range Amplifierrange_amplifierSupport W5RewardAdjacent+48 rangeAuraFlat range bonus to neighbors
Damage Capacitordamage_capacitorSupport W10RewardAdjacent+20%AuraPercent damage bonus to neighbors
Blast Matrixblast_matrixSupport W15RewardAdjacent+48 splashAuraFlat splash-radius bonus to neighbors
Overclock Relayoverclock_relaySupport W20RewardAdjacent+15% rateAuraPercent fire-rate bonus to neighbors

THREAT INDEX // SEPTEMBER 2026 ROSTER

Every shape trying to ruin your day.

Current boss redesigns, individual miniboss tactics, and original game icons. Stats show each regular enemy’s first appearance, each named elite’s encounter, and each headliner’s final wave. Temporary abilities can change these values.

150DISTINCT ENTRIES
2SHORTCUT HEADLINERS
15CAMPAIGN BOSSES
72NAMED MINIBOSSES
Shield ×0.55 means incoming damage is multiplied while the shield holds.S / St / F means slow, stun, and fear resistance.Core damage means lives lost on escape. Enemies no longer pay kill bounties; credits come from mineral deliveries. Speed is in game units per second. Miniboss totals include Harry Seldon and the three secret-pasture checkpoints.

Roster snapshot: September 11, 2026. Values are rounded from finalized game definitions before temporary combat effects; later appearances can scale differently. Reserved names and test-only targets are not listed.

THREAT INDEX // 8 IDENTITIESCore vectors08

First playable appearances of the common route threats. Later waves scale their numbers and stats.

Core vectors: statistics for each listed encounter
EnemyFirstHullShield / mult.SpeedCore damageThreat intel
DroneS1 W122.867.21Baseline route follower.S / St / F: 0 / 0 / 0%
RunnerS1 W217.1105.11Fast route follower.S / St / F: 0 / 0 / 0%
ShieldlingS1 W11192.8167.1 ×0.5581.61Shielded frontline.S / St / F: 0 / 0 / 0%
BulwarkS1 W11668.357.62Heavy hull.S / St / F: 0 / 0 / 0%
SplitterS2 W10640.899.91Splits into smaller real enemies on defeat.S / St / F: 0 / 0 / 0%
FragmentS2 W10 · spawned229.3139.11Small spawned fragment; cover the route after the parent falls.S / St / F: 0 / 0 / 0%
SkimmerS4 W8315.7148.41Fast, control-resistant route follower.S / St / F: 18 / 12 / 0%
AegisS4 W12852.41,299.4 ×0.4299.12Heavy shield carrier.S / St / F: 12 / 22 / 0%
THREAT INDEX // 47 IDENTITIESSector crews & support47

The bosses brought help. These ordinary specialists and companions keep their own roles; they do not automatically inherit the headliner’s power.

Sector crews & support: statistics for each listed encounter
EnemyFirstHullShield / mult.SpeedCore damageThreat intel
Bite KiteS1 W214124.01fast route follower. See its listed shield and control resistances.S / St / F: 0 / 0 / 0%
Molar BlockS1 W8136.3102.21heavy route follower. See its listed shield and control resistances.S / St / F: 0 / 0 / 0%
Marrow PinS2 W278.427.4 ×0.6293.91shield route follower. See its listed shield and control resistances.S / St / F: 0 / 0 / 0%
Rattle ChainS2 W4156.687.51Ordinary route follower. See its listed shield and control resistances.S / St / F: 0 / 45 / 0%
Bubble BlightS3 W262.925.2 ×0.5886.81shield route follower. See its listed shield and control resistances.S / St / F: 0 / 0 / 0%
SlickfinS3 W4109.1114.21fast route follower. See its listed shield and control resistances.S / St / F: 50 / 0 / 0%
Shield ProjectorS3 W192,198100.61shield projector support; aura range 104 units.S / St / F: 0 / 0 / 0%
Dread BellS4 W266.187.51speed booster support; aura range 88 units.S / St / F: 0 / 0 / 0%
Shiver LanternS4 W4176.882.91Ordinary route follower. See its listed shield and control resistances.S / St / F: 0 / 0 / 70%
Hex SplinterS4 W5 · spawned144.462.01One of six real fragments released by Splinter Hex. Each escaped fragment costs one core life.S / St / F: 20 / 15 / 30%
MedicS4 W181,155.3123.81medic support; aura range 104 units.S / St / F: 0 / 0 / 0%
Tempo TomTay Tay W475.269.91speed booster support; aura range 92 units.S / St / F: 0 / 0 / 55%
King's GuardTay Tay W567.623.8 ×0.6461.72Durable guard.S / St / F: 24 / 28 / 45%
Speed BoosterTay Tay W7140.687.41speed booster support; aura range 104 units.S / St / F: 0 / 0 / 0%
Backstage BannerTay Tay W7172.690.71Ordinary route follower. See its listed shield and control resistances.S / St / F: 0 / 22 / 75%
Feedback ReedTay Tay W9232159.01anti freeze support; aura range 82 units.S / St / F: 65 / 12 / 0%
Road CaseTay Tay W13942.7565.6 ×0.55121.71shield route follower. See its listed shield and control resistances.S / St / F: 55 / 12 / 0%
Spin PickTay Tay W16662.7229.31fast route follower. See its listed shield and control resistances.S / St / F: 20 / 0 / 0%
Groove DiscTay Tay W195,790.870.62Ordinary route follower. See its listed shield and control resistances.S / St / F: 55 / 0 / 0%
Patch CableTay Tay W221,423.2127.21medic support; aura range 86 units.S / St / F: 0 / 0 / 0%
Anti-ShockTay Tay W242,054119.31anti shock support; aura range 104 units.S / St / F: 0 / 0 / 0%
Shell SkiffS5 W2222.6111.3 ×0.60129.51shield route follower. See its listed shield and control resistances.S / St / F: 0 / 0 / 0%
Pepper FlipS5 W4182.8250.11fast route follower. See its listed shield and control resistances.S / St / F: 20 / 0 / 0%
FirefighterS5 W182,605.7160.71firefighter support; aura range 104 units.S / St / F: 0 / 0 / 0%
Furrow DiscS6 W4122.982.31Ordinary route follower. See its listed shield and control resistances.S / St / F: 55 / 0 / 0%
Seed HopperS6 W7268.1112.01medic support; aura range 86 units.S / St / F: 0 / 0 / 0%
Anti-VenomS6 W184,261.1134.11anti venom support; aura range 104 units.S / St / F: 0 / 0 / 0%
Rime NeedleS7 W434.380.31anti freeze support; aura range 82 units.S / St / F: 65 / 0 / 0%
HailstoneS7 W7125.175 ×0.5569.11shield route follower. See its listed shield and control resistances.S / St / F: 55 / 0 / 0%
Anti-ArtilleryS7 W181,91487.01anti artillery support; aura range 104 units.S / St / F: 0 / 0 / 0%
Anti-FreezeS7 W21958.479.91anti freeze support; aura range 104 units.S / St / F: 0 / 0 / 0%
War DrumS8 W448.564.71speed booster support; aura range 92 units.S / St / F: 0 / 0 / 55%
Gloom StandardS8 W7111.484.01Ordinary route follower. See its listed shield and control resistances.S / St / F: 0 / 22 / 75%
TanglefootS9 W445.963.11Tanglefoot works the casino floor. Ordinary weapons and controls work; it has no snap or tower curse.S / St / F: 0 / 55 / 35%
Bristle BurrowerS9 W7165.166.81Bristle Burrower is a sturdy casino maintenance unit. It follows its lane and cannot remove towers or Circuit Blocks.S / St / F: 0 / 30 / 0%
Cinder MothS10 W437.184.51firefighter support; aura range 84 units.S / St / F: 28 / 0 / 0%
Coal HuskS10 W7182.762.31heavy route follower. See its listed shield and control resistances.S / St / F: 18 / 0 / 0%
Dispatch BeaconS11 W424.8117.51speed booster support; aura range 94 units.S / St / F: 0 / 0 / 0%
Roadblock UnitS11 W715886.9 ×0.5757.81shield route follower. See its listed shield and control resistances.S / St / F: 0 / 30 / 0%
Smoke SealS12 W442.990.31anti artillery support; aura range 82 units.S / St / F: 40 / 0 / 0%
Caltrop ClusterS12 W719389.21Ordinary route follower. See its listed shield and control resistances.S / St / F: 60 / 28 / 0%
Plumb BobS13 W4125.822.6 ×0.6698.51shield route follower. See its listed shield and control resistances.S / St / F: 50 / 0 / 0%
CounterweightS13 W7413.8144.8 ×0.5499.41shield route follower. See its listed shield and control resistances.S / St / F: 0 / 42 / 0%
Slope MarkerS14 W4123.6122.61speed booster support; aura range 88 units.S / St / F: 62 / 0 / 0%
Powder RamS14 W7466.4209.9 ×0.56105.51shield route follower. See its listed shield and control resistances.S / St / F: 68 / 0 / 0%
Regal StandardS15 W4250.6113.11speed booster support; aura range 96 units.S / St / F: 0 / 0 / 55%
Treasury LockS15 W7458.5229.3 ×0.5098.61shield projector support; aura range 98 units.S / St / F: 0 / 48 / 72%
CAMPAIGN SPOILERS // 17 IDENTITIESBosses & optional headliners17

Fifteen campaign bosses and two optional headliners, with current final-wave stats, original game icons, and their live mechanics. Open the checkpoint dossiers below for the actual miniboss roster—not reserved lore names.

Bosses & optional headliners: statistics for each listed encounter
EnemyFirstHullShield / mult.SpeedCore damageThreat intel
BeckchompS1 W1632,3852,428.9 ×0.7231.89A toothy river fish with a hamburger problem. Four snacks stand between a sensible defense plan and an extremely blue afternoon.Only Beckchomp eats the four hamburgers. Feeding Frenzy: blue-outlined towers fire at 50% for 5s; minions move 35% faster. He keeps his speed. New burgers refresh the timer. Ongoing Zero Point beams and attached leeches keep dealing normal damage.S / St / F: 55 / 62 / 75%
SkullivanS2 W1592,854.711,864.8 ×0.6232.511The Bonewake Flagship offers an exciting pirate career with compulsory generosity. Three cannon hits and your tower is briefly in the healing business.Skullivan fires every 1.25s at the nearest damaging tower within 4 cells. Three hits capture it for 5s: attacks heal enemies for 50% of their damage. The amber timer shows automatic recovery.S / St / F: 48 / 58 / 85%
SlimedyS3 W20196,678.110,302.2 ×0.7532.011A goo-loving would-be princess in a homemade paper tiara. The island palace is unfinished; the unsolicited slime treatment is fully operational.Would-be princess Slimedy coats towers within 190 units every 4s: range and firing rate -50% for the rest of the wave. Spread damage across both island approaches.S / St / F: 70 / 45 / 65%
ScarriganS4 W20135,652.311,098.8 ×0.6837.712Slimedy’s sister has turned the island mansion into a haunted surprise party. The guests are fake. The shots you waste on them are very real.Scarrigan creates 3 fragile phantoms every 4.8s, up to 6 at once. Each lasts 6s or one damaging hit. Spread fire across all three mansion approaches.S / St / F: 55 / 68 / 100%
Tay TayTay Tay W2573,110.89,574 ×0.5834.212An original guitar headliner chasing the first show beyond the Plane. The army behind her is getting dangerously close to a sold-out crowd.Followers up to 8 route cells behind catch up at 1.75x speed, then pace behind the guitar. Area damage and ordinary control can break up the crowd.S / St / F: 62 / 72 / 95%
Sam-I-AMS5 W20263,34029,625.8 ×0.7045.615Three smug green eggs, four combat routines, and a deeply unreasonable supply of dad jokes. Breakfast has learned to multitask.Sam-I-AM rotates every 3.8s: control purge with a 1.1s lunge, shield restore, two-cell skip, then 12% more incoming damage for 1.5s. Only two skips per life. Cover his full route.S / St / F: 65 / 72 / 100%
TillerMaNS6 W25333,86539,836.2 ×0.6636.612Living Highland bagpipes with a plow and a decorative teacup. He respects occupied foundations. Empty ones are merely suggestions.TillerMaN plows one empty Circuit cell after a 0.60s windup. Towers protect their own foundations; his followers use the opened passages.S / St / F: 62 / 72 / 88%
BitterS7 W2565,363.8Permanent front ice28.412A grumbling ice formation with a permanent front wall and a scarfed counting-slate friend, Harry Seldon. Warmth is not on the guest list.Bitter's permanent ice wall blocks ordinary front and side hits. Torch deals sixfold heat damage through the ice; ordinary attacks from behind work normally. The ice never breaks; controls still work.S / St / F: 58 / 70 / 90%
ErebusS8 W2532,529.84,259.9 ×0.5831.712An ivory orc tusk wearing a strategist’s collar. His chess court considers brute force a perfectly respectable opening theory.Erebus grants Bloodlust to up to 3 ordinary minions anywhere: 1.25x speed and 1.35x proportional hull for 4s. First cast at 2.5s, then every 7s; control him to delay casts.S / St / F: 62 / 72 / 95%
LamekingLameking W30213,891.420,233 ×0.6243.315A taped paper crown claiming to be King Vector’s heir. The claim is rejected; the confused towers are, unfortunately, genuine.Lameking confuses one eligible weapon every 5 active seconds, across both islands. At most 5 towers stay confused: they fire in random directions and can miss. Sell and pay to rebuild to recover; ordinary refunds apply. Upgrades, priority changes and boss defeat do not cure confusion.S / St / F: 68 / 80 / 92%
PittS9 W2565,733.76,766.7 ×0.6627.214A three-headed house hound running the casino floor. He eats towers, returns the investment, and leaves rebuilding to the customer. House rules.Pitt snaps one tower in any of the 8 neighboring cells, including diagonals. Every invested credit and crystal returns; rebuild manually on the intact Circuit. Control delays his shared snap clock.S / St / F: 50 / 78 / 85%
INcinerateS10 W25181,25022,500 ×0.6632.415A living flame with lectures about perfect play. His furnace hospitality includes refunded upgrades and permanently unavailable seating.INcinerate scorches all eight neighboring squares. Towers lose one stage every 3 seconds with full returns; scorched squares stay closed this level. Stun and fear delay new ignition.S / St / F: 62 / 76 / 95%
Agent911S11 W3099,616.110,485.9 ×0.6035.615A covert spy car with a very quiet radio. Your weapons may be off duty before anyone realizes there was a staffing announcement.Agent911 infiltrates up to 3 random weapons, regardless of price. Recharge: 10s; weapons stay offline until he leaves. Watch for stopped firing, then inspect. Wait for recovery, or sell at the normal 60% return and pay to rebuild; upgrades do not cleanse.S / St / F: 58 / 72 / 92%
KatanS12 W3086,771.48,208.1 ×0.6239.415A floating sword with a sash, statistical confidence, and a clanmate grievance. Your tower placement has been reviewed. It is moving.Katan chooses one tower within 3 squares, including diagonals, then winds up for 0.4s. Push moves it up to 3 squares outward onto a free Circuit; its upgrades and investment stay. No legal landing: 5s weapons offline, with passive support, income and healing intact. Recharge: 6s. Tunnel Towers stay anchored.S / St / F: 68 / 80 / 92%
ZileasS13 W30701,069.653,206.2 ×0.6463.815A floating balance scale presiding over a suspiciously uneven opening. Fairness arrives in twelve seconds. Please survive until then.Zileas opens with player damage at 50% and enemy durability at 150%. Both normalize over 12 active seconds; survive the opening disadvantage.S / St / F: 72 / 74 / 96%
EverlastS14 W30798,482.599,810.3 ×0.5462.417An ancient evergreen keeping an old watch. Near defeat, he retreats and recovers—because apparently this tree has a return policy.At20% hull, a ready Everlast retreats up to3 visited cells and adds20% maximum hull and25% shield capacity. Recharge takes10 active seconds; lethal hits win. Keep fire on his new position.S / St / F: 70 / 82 / 100%
King VectorS15 W301,385,800178,638.3 ×0.5066.718A floating crown with plans for a three-dimensional empire. His Midas Touch turns working defenses into useless gold: excellent décor, terrible security.Midas Touch turns three random placed towers into inert, unsellable gold. A short warning allows sale before conversion. Gold keeps its cell and cannot upgrade, move or provide support. Retry/Resume restores the saved prewave build.S / St / F: 76 / 86 / 100%
CAMPAIGN SPOILERS // 14 IDENTITIESAct 1 minibosses & named elites14

Each checkpoint threat has its own icon, wave stats, and counterplay. Act 2 also includes Bitter’s wave-24 friend Harry Seldon. These are distinct encounters, not smaller copies of the sector boss.

Act 1 minibosses & named elites: statistics for each listed encounter
EnemyFirstHullShield / mult.SpeedCore damageThreat intel
Nibble NodeS1 W51,970.6147.8 ×0.7242.95Nibble Node eats one nearby incoming projectile every 5.2s and routes 35% of its damage into shield; stagger shots or use beams and direct effects.S / St / F: 45 / 51 / 62%
BytefangS1 W106,560.6492 ×0.7241.35Bytefang bites the first eight slow, stun, or fear attempts out of its guard. Spend the finite fangs with rapid control, then apply normal resisted control.S / St / F: 47 / 53 / 64%
Chomp CircuitS1 W1515,422.41,156.7 ×0.7239.76Chomp Circuit debounces rapid fire: the first hit after 0.55s quiet is full, while later hits in that fixed window deal 35%. Time heavier volleys to the open bite guard.S / St / F: 48 / 55 / 66%
Copper CorsairS2 W56,485.9828.7 ×0.6243.95Copper Corsair seizes up to 6 credits every 6.4s into a 24-credit plunder hold; focus it to recover every stolen credit.S / St / F: 39 / 48 / 70%
Rivet WraithS2 W1023,067.92,947.6 ×0.6242.36Rivet Wraith alternates every 2.8s: solid fasteners take full damage, then released ghost plates take 32%. Hold burst for the solid phase.S / St / F: 41 / 49 / 72%
Droplet DivaS3 W56,042346.2 ×0.7543.25Droplet Diva cycles PIP, MEZZO, and GRAND every 5.6s; each register cuts one damage band to 45%, so alternate light, medium, and heavy hits.S / St / F: 57 / 37 / 53%
Gel GlitchS3 W1029,154.81,670.3 ×0.7541.66Gel Glitch caches the previous post-support damage amount. A matching follow-up slips through at 28%; alternate differently sized hits to rewrite the checksum and land full damage.S / St / F: 60 / 38 / 55%
Ooze OracleS3 W1583,364.64,776.1 ×0.7540.07Ooze Oracle forecasts DIRECT, SPLASH, then CHEMICAL every 5.0s. The first matching hit lands at 165% and closes that prophecy; nonmatching hits stay full.S / St / F: 62 / 40 / 57%
Splinter HexS4 W54,127.1337.7 ×0.6850.96Splinter Hex releases six real mirror fragments once after 5.8s. Shatter the mirror before release or cover every fragment along its route.S / St / F: 45 / 56 / 82%
Prism SpookS4 W1017,450.31,427.8 ×0.6849.07Prism Spook takes 50% of each hit immediately, a 30% cyan echo after 0.45s, and a 20% magenta echo after 0.90s. Its haunted mirror delays damage; the total is preserved.S / St / F: 47 / 58 / 85%
ShardgeistS4 W1555,085.74,507 ×0.6847.18Shardgeist takes 14% more damage for each active slow, stun, and fear family, up to 42%. Stack all three controls to light every polterglass shard.S / St / F: 48 / 60 / 88%
Sampler-I-AMS5 W57,144.2803.7 ×0.7061.67Sampler-I-AM slows up to four nearby in-flight shots to 35% travel speed for 2.6s every 6.6s; stagger projectiles or use beams and direct effects.S / St / F: 53 / 59 / 82%
Mix-I-MightS5 W1036,2884,082.4 ×0.7059.38Mix-I-Might stores damage until its shell seam fills at 1.25% of maximum hull, then releases every queued hit at once. Heavy hits fill the seam sooner; damage sources remain intact.S / St / F: 55 / 61 / 85%
Combo-I-CanS5 W15106,564.211,988.5 ×0.7057.09Combo-I-Can grades a three-hit tower-source combo: the opener lands at 60%, a second distinct tower lands at 100%, and a third distinct tower lands at 160% before reset. Repeating a source restarts at 60%.S / St / F: 57 / 63 / 88%
CAMPAIGN SPOILERS // 21 IDENTITIESAct 2 minibosses & named elites21

Each checkpoint threat has its own icon, wave stats, and counterplay. Act 2 also includes Bitter’s wave-24 friend Harry Seldon. These are distinct encounters, not smaller copies of the sector boss.

Act 2 minibosses & named elites: statistics for each listed encounter
EnemyFirstHullShield / mult.SpeedCore damageThreat intel
Seed RipperS6 W51,654.6197.4 ×0.6649.46Seed Ripper arms three husk warrants every 6.2s; each caps one hit at 90 damage, so strip them with rapid light fire before landing heavy shots.S / St / F: 51 / 59 / 72%
Furrow HexS6 W1024,591.22,934.2 ×0.6647.67Furrow Hex grades its current route cell: damage cycles through 55%, 70%, 85%, 100%, 120%, and 150% as it enters successive cells. Hold burst for the bright sixth row.S / St / F: 53 / 61 / 75%
Orchard ReaperS6 W15121,380.614,482.9 ×0.6645.88Orchard Reaper harvests hull in four rows. Its shield takes damage normally, but one hit cannot cross more than one 25% hull boundary. Use steady follow-up shots after each row cut.S / St / F: 55 / 63 / 77%
Void HarvesterS6 W20134,867.416,092.1 ×0.6643.99Void Harvester declares up to 120 damage from every incoming event chaff, but must deliver at least 35%. Heavy single hits leave less for its vacuum to discard.S / St / F: 56 / 66 / 80%
Rime ShardS7 W5535.560.9 ×0.6238.36Rime Shard files all incoming damage for 1.6s every 6.3s, then releases the exact total; burst before the drawers open.S / St / F: 48 / 57 / 74%
Frost NeedleS7 W106,391.1726.3 ×0.6236.97Frost Needle rewards a four-hit escalation: each accepted hit must be at least 1.25× the previous, lands at 1.25×, and four clear the gauge. A failed increase lands at 0.50× and resets.S / St / F: 49 / 60 / 77%
Sleet ChipS7 W157,190817 ×0.6235.58Sleet Chip alternates every positive hit: FREEZE lands at 40%, then THAW lands at 160%. Feed the cold edge a light primer and place heavy damage on the amber edge.S / St / F: 51 / 62 / 79%
Black-Ice CrystalS7 W207,988.9907.8 ×0.6234.09Black-Ice Crystal arms three thaw claims only after its shield breaks: the next hull hits land at 175%, 150%, then 125%. Queue your largest follow-up impacts in that order.S / St / F: 53 / 64 / 82%
Harry SeldonS7 W248,00034.08Harry Seldon is Bitter's best friend. His counting tablet is ordinary equipment; focus fire and control work from every direction.S / St / F: 53 / 64 / 82%
Shade-Eye KnightS8 W5650.785.2 ×0.5842.86Shade-Eye Knight sights the first tower to hit during a 2.0s window every 5.9s; that hit is full, then only repeated hits from that tower fall to 35%. Rotate fire or use multiple sources.S / St / F: 51 / 59 / 78%
Gloomshield RookS8 W104,236.5554.8 ×0.5841.27Gloomshield Rook lends four gloom panes every 5.8s to the nearest ordinary escorts within 150 units; they take 55% damage for 2.4s. Focus the rook or wait out the cover.S / St / F: 53 / 61 / 81%
Eclipse BishopS8 W1513,171.81,724.9 ×0.5839.68Eclipse Bishop opens First-Cut Totality every 6.4s for 2.2s. The first positive hit lands in full and becomes the maximum size of every later damage event; lead with your strongest strike or wait for daylight.S / St / F: 55 / 63 / 84%
Nightbanner QueenS8 W2014,635.31,916.5 ×0.5838.09Nightbanner Queen calls four stragglers every 6.7s, mustering up to four ordinary stragglers within 170 units forward by at most two existing route cells, never past the queen. Clear the rear formation before the signal.S / St / F: 56 / 66 / 86%
DimpleS9 W5374.138.5 ×0.6636.87Casino shot-catcher Dimple catches up to four nearby in-flight shots aimed at other enemies every 6.2s. Direct, beam, and fixed-impact attacks cannot be pulled.S / St / F: 41 / 64 / 70%
CraterjawS9 W105,219.2537.3 ×0.6635.48Floor inspector Craterjaw measures discrete impacts: hits less than 0.22s apart land at 45%, hits before 0.55s land at 75%, and settled hits land at 100%. Space the blasting; continuous burn and poison loads do not reset the caliper.S / St / F: 43 / 66 / 72%
SinkcoilS9 W155,871.6604.4 ×0.6634.19Casino shield tender Sinkcoil grounds the excess from the one event that breaks its shield, so that event cannot spill into hull. Crack the winding with a measured hit, then send the heavy payload.S / St / F: 44 / 69 / 75%
Chasm CoreS9 W206,523.9671.6 ×0.6632.710Floor compactor Chasm Core compacts one nearby ordinary escort every 6.0s into permanent structural hull, up to three 12% filings. Clear its fodder or burst the core before all three rings load.S / St / F: 46 / 71 / 77%
SparkbiteS10 W51,544.4222.4 ×0.6643.77Sparkbite grounds splash and ricochet propagation from projectiles that directly hit it for 2.2s every 6.2s. Direct damage, statuses, beams, and fixed-impact splash remain intact.S / St / F: 51 / 62 / 78%
Cinder LockS10 W1018,434.52,654.9 ×0.6642.18Cinder Lock deadbolts at 75%, 50%, and 25% hull. Each threshold caps the crossing hit, then seals every damage channel for 1.35s; switch to escorts until the shackle opens.S / St / F: 53 / 65 / 81%
FlashoverS10 W1520,738.92,986.7 ×0.6640.59Flashover certifies up to four nearby ordinary escorts every 6.3s. Each warrant lasts 4.2s and adds 2 core damage if that escort leaks; clear marked payloads before expiry.S / St / F: 55 / 67 / 84%
Pyre VectorS10 W2023,043.23,318.6 ×0.6638.911Pyre Vector projects known tower sources onto its route axis: axial fire deals 55%, oblique fire 100%, and true broadside fire 155%. Build crossfire, not a firing line.S / St / F: 56 / 69 / 86%
CAMPAIGN SPOILERS // 25 IDENTITIESAct 3 minibosses & named elites25

Each checkpoint threat has its own icon, wave stats, and counterplay. Act 2 also includes Bitter’s wave-24 friend Harry Seldon. These are distinct encounters, not smaller copies of the sector boss.

Act 3 minibosses & named elites: statistics for each listed encounter
EnemyFirstHullShield / mult.SpeedCore damageThreat intel
Patrol-5S11 W5541.457 ×0.6048.07Patrol-5 opens a 2.4s speed trap every 6.1s. Targeted projectiles faster than 430 deal 45% direct damage; slow shots, beams, splash, and fixed impacts bypass the citation.S / St / F: 48 / 59 / 75%
Code Red-10S11 W107,918.9833.6 ×0.6046.38Code Red-10 records newly accepted slow, stun, and fear time. Fill its 10-second docket to force a 2.0s overload that takes 160% damage; repeated control that adds no duration adds no code.S / St / F: 49 / 61 / 78%
Siren-15S11 W1548,130.55,066.4 ×0.6044.59Siren-15 sounds a 1.5s priority alarm every 5.5s. New legal tower acquisitions must select her regardless of targeting mode; existing shots and held locks stay intact.S / St / F: 51 / 63 / 81%
Interceptor-20S11 W2053,478.35,629.3 ×0.6042.711Interceptor-20 registers targeted projectiles and confiscates every twentieth intact. Beams, fixed-impact artillery, and already-delivered tracers bypass the impound rack.S / St / F: 53 / 66 / 84%
First Responder-25S11 W2558,826.26,192.2 ×0.6040.912First Responder-25 triages the most injured ordinary escort within 180 units every 5.25s, restoring exactly 25% of that unit's maximum hull. Clear casualties before the ambulance answers; it cannot repair itself or elites.S / St / F: 55 / 68 / 86%
Tanto-5S12 W51,038.198.2 ×0.6253.17Tanto-5 halves remaining slow, stun, and fear time every 5.0s without removing their intensity. Reapply control just after the five blades close.S / St / F: 56 / 66 / 75%
Wakizashi-10S12 W1010,621.81,004.8 ×0.6251.28Wakizashi-10 transfers to the next PathSystem-owned crossing every 5.8s at identical normalized progress. Build shared island coverage; the side switch grants no forward distance, speed, purge, repair, or immunity.S / St / F: 58 / 68 / 78%
Edge-15S12 W1573,197.86,924.1 ×0.6249.29Edge-15 audits attributed damage every 5.65s, then blunts the single leading tower to 55% damage against itself for 2.35s. Split contribution across towers; unattributed damage and every non-leading source remain full.S / St / F: 60 / 70 / 81%
Crosscut-20S12 W2081,330.97,693.5 ×0.6247.211Crosscut-20 files impact and sustained damage as opposing grain. The first hit sets the grain; alternating classes deal 140%, while repeating the same class deals 65%. Mix direct or explosive hits with fire or poison damage.S / St / F: 62 / 73 / 84%
Fourfold Blade-25S12 W2592,659.18,765.1 ×0.6245.312Fourfold Blade-25 folds the first hit from each new attributed tower to 25%. File four distinct towers to open its press for 150% damage over 2.5s; repeated sources remain at 100%, so coordinate four sources before committing burst.S / St / F: 64 / 75 / 86%
TickshiftS13 W55,594.5495.3 ×0.6486.17Every fifth damage event is delayed by 0.85 seconds, then paid in full. The first four land immediately; source attribution is preserved.S / St / F: 59 / 61 / 79%
SecondhandS13 W1055,3214,898.2 ×0.6482.98Secondhand lets every hit land, but its two-card punch clocks out the tower responsible for every second positive hit for 1.25s. Alternate sources or accept the scheduled pause; damage-over-time releases without a tower card do not advance the register.S / St / F: 61 / 63 / 82%
LooplockS13 W15282,823.125,041.6 ×0.6479.79Looplock accepts the first slow, stun, or fear application, then locks repeated applications of that same channel. Switch to either other control type to open the feedback loop; damage, existing control time, and route progress are unchanged.S / St / F: 63 / 65 / 84%
Rewind NodeS13 W20343,577.730,420.9 ×0.6476.511Rewind Node exchanges route positions every 6.6s with one ordinary escort two to four nodes behind it. The deck rewinds while that escort fast-forwards; clear the trailing tape supply to force an empty cycle.S / St / F: 66 / 67 / 87%
Paradox GearS13 W25345,672.630,606.4 ×0.6473.312Paradox Gear inverts nearby tower acquisition priorities every 6.05s for 1.85s: First↔Last and Strongest↔Weakest, while Nearest remains neutral. The selected mode is never rewritten, and Siren's explicit target claim still wins.S / St / F: 68 / 70 / 90%
Buckler BudS14 W55,984.1748 ×0.5484.38Breaking its shield regrows 28% of maximum shield, spending one of three buds. After the third regrowth, the next break stays broken.S / St / F: 57 / 67 / 82%
GatekeeperS14 W10107,635.313,454.4 ×0.5481.29Gatekeeper rotates its admitted tower-distance band every 5.2s: Near (0–110), Middle (110–190), then Far (beyond 190). The admitted band deals full damage; attributed fire from either closed band deals 48%.S / St / F: 60 / 70 / 85%
Ward CoilS14 W15359,28244,910.2 ×0.5478.111Ward Coil records the largest attributed hit in each 5.75s winding cycle, then returns twice that one peak as shield, capped at 10% hull and its original shield ceiling. Use smaller hits before discharge.S / St / F: 62 / 72 / 88%
Bastion SeedS14 W20420,212.952,526.6 ×0.5474.912Bastion Seed grows one armor plate per uninterrupted second, up to five. Each plate reduces incoming damage by 8%; every positive hit uproots one plate and restarts the growth clock. Sustain focus to keep the plot bare.S / St / F: 64 / 75 / 91%
Immortal RelayS14 W25439,122.454,890.3 ×0.5471.813Immortal Relay stops lethal hull damage at 1 outside its 1.6s handoff. Every 5.8s it passes that protection to the nearest ordinary escort ahead within 180 units and takes 135% damage; without a host, the baton drops but the opening still occurs.S / St / F: 66 / 77 / 94%
Page VectorS15 W57,676.81,319.4 ×0.5090.09The fourth consecutive hit from one tower deals 25%, then the register resets. Switch tower sources to turn the page immediately.S / St / F: 62 / 71 / 82%
Red DukeS15 W1083,191.714,298.6 ×0.5086.710Red Duke recognizes one attributed challenger. A new source's usurping hit deals 60% and takes the seal; continued hits from the sealed source deal 140%. Unattributed and stored-release damage remain neutral.S / St / F: 65 / 73 / 85%
Crown ShardS15 W15471,74481,081 ×0.5083.411Crown Shard opens with five literal crown points. Each positive ordinary hit fractures one point and is divided by the pre-hit point count: 20%, 25%, 33%, 50%, then 100%. Once shattered, all later hits deal full damage; stored-release damage neither divides nor breaks a point.S / St / F: 67 / 76 / 88%
Regent CubeS15 W20524,16090,090 ×0.5080.013Regent Cube records attributed attacks as a rolling three-ballot vote across six 60-degree faces. Two matching faces establish a majority: fire from that face deals 150%, while all five overruled faces deal 60%. Three different ballots remove the majority; unknown and stored-release damage do not vote.S / St / F: 69 / 78 / 91%
Heir ApparentS15 W25576,57699,099 ×0.5076.714Heir Apparent probates every positive ordinary hit through a next-in-line escrow. The current estate combines incoming damage with the pending bequest, applies 70% now, and passes 30% to the next hit. Stored-release damage remains neutral and cannot consume or enlarge the inheritance.S / St / F: 71 / 81 / 94%
CAMPAIGN SPOILERS // 9 IDENTITIESShortcut checkpoint casts09

Tay Tay’s four concert objects and Lameking’s five paper courtiers. These checkpoints do not inherit the final headliners’ crowd gathering or persistent confusion.

Shortcut checkpoint casts: statistics for each listed encounter
EnemyFirstHullShield / mult.SpeedCore damageThreat intel
Opening ActTay Tay W51,008.6132.1 ×0.5846.26Concert checkpoint object. Keeps its own endurance and movement; no crowd-gathering or tower-confusion ability.S / St / F: 51 / 59 / 78%
Heartbreak BridgeTay Tay W106,566.6859.9 ×0.5844.57Concert checkpoint object. Keeps its own endurance and movement; no crowd-gathering or tower-confusion ability.S / St / F: 53 / 61 / 81%
Glitter RefrainTay Tay W1520,416.22,673.6 ×0.5842.88Concert checkpoint object. Keeps its own endurance and movement; no crowd-gathering or tower-confusion ability.S / St / F: 55 / 63 / 84%
Final EncoreTay Tay W2022,684.72,970.6 ×0.5841.19Concert checkpoint object. Keeps its own endurance and movement; no crowd-gathering or tower-confusion ability.S / St / F: 56 / 66 / 86%
Page PretenderLameking W51,764.8166.9 ×0.6258.47Counterfeit courtier: no confusion cast. Keep steady damage on its route.S / St / F: 56 / 66 / 75%
Duke of NothingLameking W1018,0571,708.1 ×0.6256.38Counterfeit courtier: no confusion cast. Keep steady damage on its route.S / St / F: 58 / 68 / 78%
Counterfeit CrownLameking W15124,436.311,771 ×0.6254.19Counterfeit courtier: no confusion cast. Keep steady damage on its route.S / St / F: 60 / 70 / 81%
Bogus RegentLameking W20138,262.513,078.9 ×0.6252.011Counterfeit courtier: no confusion cast. Keep steady damage on its route.S / St / F: 62 / 73 / 84%
Spare HeirLameking W25157,520.514,900.6 ×0.6249.812Counterfeit courtier: no confusion cast. Keep steady damage on its route.S / St / F: 64 / 75 / 86%
CAMPAIGN SPOILERS // 9 IDENTITIESClassified pasture09

Secret-sector spoilers. The Mooebius Pasture requires actual victories in all 15 campaign sectors and both optional challenges. Its flaming-cow checkpoints and final headliner use the active shared tower-curse system; each applied curse expires on its own timer.

Classified pasture: statistics for each listed encounter
EnemyFirstHullShield / mult.SpeedCore damageThreat intel
Holstein HackerPasture W152076.01Baseline flaming herd.S / St / F: 0 / 0 / 0%
Jersey JolterPasture W2396.8115.01Fast pasture runner.S / St / F: 0 / 0 / 0%
Angus AnchorPasture W31,83349.22Heavy pasture hull.S / St / F: 0 / 0 / 0%
Longhorn LancerPasture W41,15287.61Control-resistant longhorn.S / St / F: 42 / 38 / 0%
Andairyel, Maiden of Moo-nguishPasture W520,1601,260 ×0.5546.47An anxious flaming pasture cow. Even eternal torment apparently has deadlines.The four named cows share one cast per second, aimed at the nearest eligible tower. Each hit halves damage and acquisition range for its own five seconds. New hits never extend older stacks; fire rate is unchanged. Recovery is automatic.S / St / F: 62 / 70 / 100%
Guernsey GuardianPasture W61,278.41,115.2 ×0.5667.61Shielded pasture guardian.S / St / F: 0 / 0 / 0%
Dairyel, Lord of No WheyPasture W1057,2005,980 ×0.5543.88A broad blue furnace ox with a thoroughly unhelpful shield policy.The four named cows share one cast per second, aimed at the nearest eligible tower. Each hit halves damage and acquisition range for its own five seconds. New hits never extend older stacks; fire rate is unchanged. Recovery is automatic.S / St / F: 70 / 76 / 100%
Moophisto, Lord of Hay-tredPasture W15167,40018,290 ×0.5544.910A disdainful violet pasture critic. Your defense has received one hay bale out of five.The four named cows share one cast per second, aimed at the nearest eligible tower. Each hit halves damage and acquisition range for its own five seconds. New hits never extend older stacks; fire rate is unchanged. Recovery is automatic.S / St / F: 74 / 82 / 100%
Udderly Diablo, Prime Ev-ilPasture W20469,00053,600 ×0.4845.514The fiery proprietor of the Mooebius Pasture. Management regrets nothing, especially the name.The four named cows share one cast per second, aimed at the nearest eligible tower. Each hit halves damage and acquisition range for its own five seconds. New hits never extend older stacks; fire rate is unchanged. Recovery is automatic.S / St / F: 80 / 88 / 100%

STORY FILE // FLATLANDS EMERGENCY

Reality wants depth. Request denied.

The Plane is not a three-dimensional world rendered flat. It is an actual two-dimensional galaxy whose routes, cities, reactors, and living contours depend on a shared coordinate grid. Depth is a beautiful mathematical possibility—until King Vector decides that possibility belongs to him.

“Void cells reject towers, paths, circuits, and most polite conversation.”Professor Pythagoras
Current Vector Bastion V-B crest from the game
Current Vector Bastion crest // in-game logo master

WORLD PRIMER // THE DIMENSIONAL QUESTION

A galaxy with no hidden side.

Four truths explain the conflict beneath the towers, boss fights, and deeply irresponsible geometry.

01THE PLANE

Flat by physics, not by style

Length and width are real. Depth is only a mathematical possibility. People, machines, liquid minds, and stranger intelligences carry identity in a persistent vector signature—and inhabit contours with no hidden back side.

02THE WOUND

A hole is missing reality

The grid is the Plane’s shared coordinate infrastructure. Circuit Blocks reshape legal movement through it; void cells are different. They are places where the laws supporting routes, towers, and ordinary existence have been stripped away.

03THE QUESTION

What waits beyond the Plane?

Portal anomalies suggested a direction perpendicular to every known direction. Professor Pythagoras called it evidence. King Vector called it a prison wall—and named the hypothetical passage the Upward Door.

04THE WAR

Discovery without consent

The Bastion does not oppose dimensional research. It opposes a ruler spending two realities to force a crossing. The conflict is about survival, consent, and whether recognizing a horizon makes anyone its owner.

CROWNPRESS INTELLIGENCE // ADAPTIVE EQUATION

The enemy is learning from you.

A purely planar observer cannot measure the missing direction directly, so King Vector turns the invasion into a distributed experiment. Every route chosen, tower placed, leak contained, and desperate recovery gives his Five-Edict Crownpress another boundary condition for the escape equation.

His proposed doorway is no public bridge. It would wrench a stable region out of its native coordinates, hold the wound open with the planetary heart, and shear most planar life away from the grid that lets it exist. King Vector calls the cost liberation. The Bastion calls it two simultaneous catastrophes.

01COURT ATTACK

Specialized pressure forces a new decision.

02BASTION RESPONSE

Routes, towers, and timing reveal a solution.

03CROWNPRESS DATA

The escape equation gains another condition.

EVERY DEFENSE CAN BECOME A LESSON BUILD ONE IT CANNOT SOLVE

CAMPAIGN ARC // THREE ACTS

From experiment to invasion.

The color changes because the plan changes. Each act moves the Court closer to converting a dangerous theory into a working breach.

ACT I

Controlled probes

The Five-Edict Court tests routes, escorts, divided attention, panic, and recombined pressure. Every early Bastion victory still teaches the Crownpress something about the Upward Door.

ACT II

Destructive experiment

Void scars stop being side effects and become tools. Gravity, fracture, darkness, and fire push the Plane toward a direction it cannot safely hold.

ACT III

Escape machine

At the Rusted Core, the Court converts everything it learned into one ascent attempt. The planetary heart becomes both the lock and the power source.

BASTION COMMAND // FOUR DOCTRINES

The people holding the line.

The commanders advise from behind the battle line. The Grid Architect—you—makes the irreversible placement decisions.

In-game portrait of General Relativity

TACTICAL

General Relativity

Commanded frontier evacuations after the first lift experiment. He turns impossible crises into one clear route and one useful next move.
In-game portrait of Professor Pythagoras

GEOMETRY

Professor Pythagoras

Helped prove that depth was mathematically plausible—and that King Vector’s forced crossing would endanger both realities.
In-game portrait of Engineer Tensor

ENGINEERING

Engineer Tensor

Reconnected districts after the first void scars. To Bit, an ugly repair that saves lives beats a perfect proof delivered too late.
In-game portrait of Finance Advisor Acute

FINANCE

Advisor Acute

Froze the Crown’s concealed project accounts. She keeps a desperate defense from spending the future it exists to protect.
YOUR AUTHORITYGrid Architect

Keep every reactor connected, make legal routes hostile to the Court, and prove adaptation does not require surrendering identity.

THEIR METHODConflict as measurement

King Vector treats every lieutenant, route, and life as material to optimize for his ascent.

THE MORAL LINEConsent before destiny

The Bastion accepts that 3D may exist. It rejects one ruler’s claim to destroy the present because he believes he owns the future.

Hill Farm Interactive, LLC logo with a farm, cows, and a playful science-fiction invasion

CREATED BY SAM DEMULLING // HILL FARM INTERACTIVE, LLC

ABOUT THE CREATOR // SAM DEMULLING

Strategy games, software, and an actual farm.

Sam Demulling did not make Warcraft or StarCraft; he made a name in their competitive communities. That path eventually led through AAA strategy-game engineering, product leadership, family farming, and one stubbornly two-dimensional tower defense.

01

RTS roots

Playing as Agent911, Sam reached #1 on Case’s Ladder in Warcraft in both solo and team play. He competed in the Professional Gamers League (PGL) and was featured in Computer Gaming World in 1999. In StarCraft, he placed #2 on the Season 2 Battle.net ladder and took second in the Brood War beta finals. The old crew still haunts the campaign: many Vector Bastion bosses borrow the gaming handles of Sam’s friends from that era.

Read Blizzard’s finals battle report ↗
03

ConnectWise

He later brought that systems mindset into product leadership at ConnectWise, working where software, automation, and the practical needs of technology businesses meet.

Read Sam at ConnectWise ↗
04

House on the Hill Farm

Sam and Tara Demulling founded a 12-acre Snohomish homestead in 2019. Jersey cows, Mini Nubian goats, and a farm stand make the “House on the Hill” name reassuringly literal.

Visit the actual farm ↗

CURRENT STATUS // IN ACTIVE DEVELOPMENT

The breach is calculating.Build something it cannot solve.

Vector Bastion is a playable 15-sector neon tower defense campaign currently being refined for balance, readability, and mobile play.

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