IN ACTIVE DEVELOPMENT

Shape the route.Hold the reactor.

An indie tower defense game with route building and an RTS mining economy. Draft Circuit Blocks, protect your mining crews, and defend 15 campaign sectors as King Vector plots his escape from 2D into 3D.

15
SECTORS
51
TOWER SYSTEMS
152
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.”

PLAYER BRIEFING

Vector Bastion at a glance.

Route building, a working economy, and layered defenses. A quick reference for players getting to know the game.

Genre
Tower defense with route building and an RTS mining economy
Creator
Sam Demulling · Hill Farm Interactive, LLC · Snohomish, Washington
Development
Playable project in active development; six months of work as of October 2026
Campaign
15 main sectors across three acts; 19 playable stages including optional and hidden encounters
Arsenal
51 tower systems: 23 core, Hero and mining towers; 24 optional pack towers; four support rewards
Enemy guide
152 dossiers including bosses, minibosses, ordinary enemies, summons and one decoy
Visuals
Native vector gameplay art over painted environments; all 51 tower graphics refreshed in October 2026
Availability
Being refined for landscape mobile play. Release date, launch platforms and store availability are not announced on this site.

Page and tower art updated . Detailed balance tables retain their September 23, 2026 snapshot; the live build may differ. Common questions ↓ Download game facts (JSON) ↗

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 selectable commanders bring distinct bonuses. All four also gain advisor experience, reducing the credit costs of their assigned towers and upgrades by up to 25%.

04PROGRESSION

Carry power forward

Earn Level Upgrade points, develop all six Heroes, and build advisor experience. Even defeats contribute to advisor progress based on waves cleared.

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 → 3MINERS PER DEPOT
3 HPDEFEND EVERY WORKER
30sAFTER THE FINAL SPAWN
Compact Gravity Lattice map showing two Mining Depots and miners travelling to mineral and crystal depositsIN-GAME // MINING & SUPPLY ROUTES
Your economy has a commute.In-engine mining on the compact Gravity Lattice map, with mineral and crystal routes through its painted scenery.

01 / ESTABLISH

Your first depot is on the house.

Place the free Mining Depot before launching a wave. It starts with one miner; two credit upgrades increase its crew to three. 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 five-second dig, the trip home, and a two-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 three drillers at a time, with arriving workers queued nearby. Crystal sites accept three committed collectors per wave. Each depot unloads one miner at a time. Deposits never run out, but travel and waiting cost time. Circuit Blocks must preserve both enemy paths and mining access.

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.

Each depot also has ten mineral-return ranks. One crystal adds +15% to deliveries from that depot, up to +150%; it does not increase crystal returns. This upgrade is separate from the two worker upgrades and is lost if the depot is sold.

Finance Advisor Acute earns experience from depots and the Bastion Builders roster. Her advisor discount can reduce their placement and credit upgrade prices by up to 25%, even when another commander leads. Crystal prices are unchanged.

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.

19 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 23, 2026. All prices and payouts are credits, before advisor discounts.
StageStarting creditsMineral / crystal sitesCredits / loadExtra depotSecond / third miner
Level 1: Neon Gate16 × 8 cells · 16 waves3001 / 11510050 / 150
Level 2: Circuit Foundry26 × 10 cells · 15 waves3101 / 11510050 / 150
Level 3: Dual Portal24 × 10 cells · 20 waves3201 / 11510050 / 150
Level 4: Prism Crucible26 × 12 cells · 20 waves3252 / 11510050 / 150
Challenge 4→8: Tay Tay's Eras Array28 × 12 cells · 25 waves1,1233 / 21510050 / 150
Level 5: Reactor Siege30 × 12 cells · 20 waves3302 / 11510050 / 150
Level 6: Void Orchard22 × 12 cells · 25 waves3352 / 11510050 / 150
Level 7: Fracture Belt28 × 12 cells · 25 waves3402 / 11510050 / 150
Level 8: Gravity Lattice24 × 12 cells · 25 waves3452 / 11510050 / 150
Challenge 8→12: Lameking's Bogus Throne28 × 12 cells · 30 waves8022 / 11510050 / 150
Level 9: The Deep Pitt28 × 12 cells · 25 waves3502 / 11510050 / 150
Level 10: Ember Lock28 × 12 cells · 25 waves3553 / 21510050 / 150
Level 11: Emergency Vector28 × 12 cells · 30 waves3603 / 21510050 / 150
Level 12: Katan's Crossing28 × 12 cells · 30 waves3651 / 11510050 / 150
Level 13: Zileas Craterlock26 × 12 cells · 30 waves3753 / 21510050 / 150
Level 14: Everlast Warden28 × 12 cells · 30 waves3953 / 21510050 / 150
Level 15: Dimensional Spiral30 × 12 cells · 30 waves4203 / 21510050 / 150
Level 16: The Last Stand18 × 12 cells · 17 waves1,5001 / 11510050 / 150
House on the Hill Farm: Hay Break-In28 × 12 cells · 20 waves4,2003 / 21510050 / 150

CAMPAIGN MAP // 15 ACTIVE SECTORS

One breach. Three collapsing realities.

Fifteen main sectors, two optional challenges, a secret pasture, and a hidden final confrontation. Every map fits within 30 Circuit squares wide and 12 tall, with compact routes designed for landscape phone play. Painted environments meet localized animation 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. 01
    Neon Gate16 × 8 cells · 16 waves
  2. 02
    Circuit Foundry26 × 10 cells · 15 waves
  3. 03
    Dual Portal24 × 10 cells · 20 waves
  4. 04
    Prism Crucible26 × 12 cells · 20 waves
  5. 05
    Reactor Siege30 × 12 cells · 20 waves
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. 06
    Void Orchard22 × 12 cells · 25 waves
  2. 07
    Fracture Belt28 × 12 cells · 25 waves
  3. 08
    Gravity Lattice24 × 12 cells · 25 waves
  4. 09
    The Deep Pitt28 × 12 cells · 25 waves
  5. 10
    Ember Lock28 × 12 cells · 25 waves
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. 11
    Emergency Vector28 × 12 cells · 30 waves
  2. 12
    Katan's Crossing28 × 12 cells · 30 waves
  3. 13
    Zileas Craterlock26 × 12 cells · 30 waves
  4. 14
    Everlast Warden28 × 12 cells · 30 waves
  5. 15
    Dimensional Spiral30 × 12 cells · 30 waves

BASTION ARMORY // COMPLETE MANIFEST

All 51 tower systems.

Base Level-1 figures before upgrades, commander bonuses, advisor discounts, Support Towers, Circuit overclock, specialization, and temporary effects. Each tower lists the advisor who earns experience from its use.

23CORE + HERO + MINING
24PREMIUM / TEST
04SUPPORT REWARDS
01ACTIVE HERO LIMIT

Tower art refreshed October 10, 2026 from the current in-game vector renderers. Balance figures below retain the September 23, 2026 snapshot.

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 → 3 minersDeliveryRequired before launch; assign minerals or crystals. Two credit upgrades add workers. Separate mineral-return upgrades cost one crystal each: +15% per rank, up to +150%. Advisor: Finance Advisor Acute.Finance Advisor Acute
Gun Towerbasic_gun_towerCommon S170165171.75/sFast single-target projectile; selectable priorityGeneral Relativity
Cannon Towerbasic_cannon_towerCommon S185150180.40/sSlow missile with 26 splash radiusGeneral Relativity
Phaser Towerbasic_phaser_towerCommon S175195161.50/sInstant line beam; selectable priorityProfessor Pythagoras
Fighter Towerbasic_fighter_towerCommon S175180131.65/sDeploys 2 route-blocking fightersGeneral Relativity
Pulse Cannonpulse_cannonUncommon S2210185441.90/sHigh-output baseline projectileGeneral Relativity
Arc Relayarc_relayUncommon S2175160341.65/sPrimary hit plus 2 chains within 110Engineer Tensor
Frost Prismfrost_prismUncommon S2220205451.75/sSlows targets to 58% for 1.6 secondsEngineer Tensor
Stun Nodestun_nodeUncommon S2190190301.40/sDeploys 1-second path traps; 3 per cellEngineer Tensor
Missile Silomissile_siloRare S3440280420.42/sLong-range missile with 48 splash radiusGeneral Relativity
Laser Arraylaser_arrayRare S3400290180.86/sInstant piercing line beamProfessor Pythagoras
Artilleryartillery_towerEpic S46205001100.22/sPredictive shell with 108 splash radiusGeneral Relativity
Assassinassassin_towerEpic S4560218781.40/s3 blockers, vulnerability mark, global shurikenGeneral Relativity
Poison Misterpoison_misterEpic S458014510.51.70/sRadius poison; stacks up to 6 for 3.2 secondsEngineer Tensor
EMPemp_towerEpic S4620210100.50.58/sShield pulse plus a 30-second global stopEngineer Tensor
Gatling Gungatling_gunLegendary S51,250250968.00/sBurst mode triples rate, then overheatsGeneral Relativity
Heat Seekerheat_seekerLegendary S51,2503404200.72/s112-radius splash; global 10-missile volleyGeneral Relativity
Big Berthahero_big_berthaHero S1100 + 2C4203700.18/sPersistent long-range Hero artilleryGeneral Relativity
True Sighthero_true_sightHero S1100 + 2C3604x ampLockMarks one priority target until it is destroyedProfessor Pythagoras
Detonatehero_detonateHero S1100 + 2CGlobal10% HP30 secGlobal pulse based on current effective healthGeneral Relativity
Police Towerhero_policeHero S1100 + 2C205Hold5 sec5 officers each detain one targetEngineer Tensor
Wall Streethero_wall_streetHero S1100 + 2C220EconomyDeliveryNearby upgrade discounts and depot delivery bonus; highest global 2% delivery bonus at base, applied once. No interest income.Finance Advisor Acute
Command Centerhero_command_centerHero S1100 + 2C240+1 unitAuraBoosts Fighter, Soldier, Assassin, and CAPFinance Advisor Acute
24 entitlement-gated towersPremium / test candidates24

Optional tactical variants in four packs: Heavy Arsenal, Bastion Builders, Signal Breakers, and Rift Mobility. The core arsenal can clear the campaign; pack access is handled in the tower store.

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 0.5sEngineer Tensor
Tower Supportcommon_tower_supportCommon S1115Adjacent+10%AuraDamage, rate, and range to 4 orthogonal neighborsFinance Advisor Acute
First Aidfirst_aid_towerCommon S110516512 heal1.00/sRepairs nearby blocker unitsFinance Advisor Acute
Wall Gatewall_gateUncommon S2160105300.95/sPaired gate; full square deals 4x and forces 0.1x speedFinance Advisor Acute
Vector Portvector_portUncommon S21901751001.20/sLaunches reverse-route ram shipsProfessor Pythagoras
Tunnel Towertunnel_towerUncommon S2140RouteControlCrossingMakes its Circuit Block passable at 50% speedProfessor Pythagoras
Soldier Towersoldier_towerUncommon S2220185251.30/s3 blockers with a 5-second respawnGeneral Relativity
Leech Towerleech_towerUncommon S22102351153.40/sAttach, drain, and refresh a 50% slowEngineer Tensor
Singularity Wellsingularity_wellRare S3330165180.82/s48-radius gravity field; 72% slow for 1.1sEngineer Tensor
Rail Lancerail_lanceRare S3420235310.55/sPiercing line beamGeneral Relativity
Salvage Yardsalvage_yardRare S3180155+12%DeliveryBoosts mineral deliveries to depots in range. Claim Stamp adds +1 per delivery; no kill rewards.Finance Advisor Acute
Combat Air Patrolcombat_air_patrolRare S34803201003.00/s2 autonomous patrol shipsProfessor Pythagoras
TorchtorchRare S3360132108.00/sPiercing flame plus 10 burn DPS for 1.6sGeneral Relativity
ShockershockerRare S33601503.21.08/sMoving shock field with slow and vulnerabilityEngineer Tensor
Grappling Hookgrappling_hookRare S3380215145TrapHard-traps one target for 4 seconds at baseEngineer Tensor
TeleporterteleporterRare S34402702502.10/sRewinds a target 5 path cells onceProfessor Pythagoras
Fighter Jetfighter_jetEpic S4610Global1603.00/sPersistent jet with a 20-second sidewinderProfessor Pythagoras
Saw Millsaw_millEpic S4620178881.42/s3 orbiting contact blades; 48-radius hitsFinance Advisor Acute
Vampirevampire_towerEpic S46502902453.10/s3 vectors, neighbor boost, 60-second bat swarmEngineer Tensor
Vortex Towervortex_towerEpic S4600200ControlLock / 8 secBastion Builders pack. Locks one enemy at 50% speed and reduces effective defenses by 25%; Vortex locks cannot stack. A piercing tornado sends enemies backward for up to 1.8 seconds, subject to resistance.Finance Advisor Acute
Zero Pointzero_pointLegendary S51,150405108 DPSBeamRamps to 3x; once-wave 6x plus neighbor overclockGeneral Relativity
BlackholeblackholeLegendary S51,25039024 field0.34/sDrifting 82-radius fields and a pullback singularityProfessor Pythagoras
HawkeyehawkeyeLegendary S51,2505202601.50/sRising mark, +18% range aura, global range burstGeneral Relativity
Ground Pounderground_pounderLegendary S51,2508 neighboring cells2400.65/sHeavy Arsenal pack. Strikes every enemy in all eight adjacent cells, including diagonals, bypassing shield pools and Bitter’s directional ice. Center cell excluded; range and splash upgrades do not expand the footprint.General Relativity
4 free milestone towersSupport rewards04

Granted through the wave reward cycle. Their neighboring-tower bonuses are not included in the base figures above.

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

THREAT INDEX // SEPTEMBER 2026 ROSTER

Every shape trying to ruin your day.

A short backstory for every enemy, miniboss, and boss, alongside their 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.

152DISTINCT ENTRIES
2SHORTCUT HEADLINERS
15CAMPAIGN BOSSES
74NAMED 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, or hay consumed in the farm bonus stage. 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 five named farm checkpoints.

Roster snapshot: September 23, 2026. Values are rounded from finalized game definitions before temporary combat effects; later waves and The Last Stand can use different tuning. Phantoms are listed as decoys, not real wave enemies. 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: backstories and statistics for each listed encounter
EnemyFirstHullShield / mult.SpeedCore damageBackstory & threat intel
DroneS1 W122.8—67.21

BackstoryBuilt to survey the Plane’s coordinates, the first Drones returned from the breach with their destinations rewritten. They still follow instructions faithfully; nobody at the Bastion signed the new orders.

Field intelBaseline route follower.

S / St / F: 0 / 0 / 0%
RunnerS1 W225.6—105.11

BackstoryRunners carried dispatches between distant grid stations before the invasion. The Crown kept their speed, removed their discretion, and marked the reactor as the last delivery of the day.

Field intelFast route follower.

S / St / F: 0 / 0 / 0%
ShieldlingS1 W119,263.98,028.7 ×0.5581.61

BackstoryShieldlings began as portable shelters for repair crews working near unstable portals. When the crews withdrew, the shelters kept marching with the only formation still sending orders.

Field intelShielded frontline.

S / St / F: 0 / 0 / 0%
BulwarkS1 W1132,114.8—57.62

BackstoryA foundry built Bulwarks to carry materials through collapsing worksites. The invasion replaced their cargo manifests with assault orders; their approach to obstacles remained admirably literal.

Field intelHeavy hull.

S / St / F: 0 / 0 / 0%
SplitterS2 W10640.8—99.91

BackstoryA workshop designed the Splitter around the principle that no useful part should go to waste. Its scattered pieces took that philosophy personally and learned to continue unfinished assignments.

Field intelSplits into smaller real enemies on defeat.

S / St / F: 0 / 0 / 0%
FragmentS2 W10 · spawned229.3—139.11

BackstoryA Fragment remembers the destination of the Splitter it came from, but little else. It races onward with the confidence of someone whose entire life has contained exactly one instruction.

Field intelSmall spawned fragment; cover the route after the parent falls.

S / St / F: 0 / 0 / 0%
SkimmerS4 W83,558.6—148.41

BackstorySkimmers were inspection craft for fractured stretches of the grid. Their pilots trusted momentum more than warning signs, a habit the invasion’s recruiters found extremely convenient.

Field intelFast, control-resistant route follower.

S / St / F: 18 / 12 / 0%
AegisS4 W12852.41,299.4 ×0.4299.12

BackstoryAegis units were commissioned to escort important cargo through dangerous sectors. The Crown gradually expanded its definition of important cargo until it included almost everyone marching toward the Bastion.

Field intelHeavy shield carrier.

S / St / F: 12 / 22 / 0%
THREAT INDEX // 48 IDENTITIESSector crews & support48

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: backstories and statistics for each listed encounter
EnemyFirstHullShield / mult.SpeedCore damageBackstory & threat intel
Bite KiteS1 W221—124.01

BackstoryA river scavenger learned to ride the draft behind Beckchomp’s feeding runs. It now skims ahead of the fish, hoping the next battlefield has a concession stand.

Field intelfast route follower. See its listed shield and control resistances.

S / St / F: 0 / 0 / 0%
Molar BlockS1 W8136.3—102.21

BackstoryBeckchomp’s crew salvaged this enormous tooth after a particularly ambitious meal. They mounted it on a marching block and promoted it to security without asking whose tooth it had been.

Field intelheavy route follower. See its listed shield and control resistances.

S / St / F: 0 / 0 / 0%
Marrow PinS2 W2220.577.2 ×0.6293.91

BackstoryThe Bonewake’s shipwright fashioned Marrow Pins from spare ribs and salvaged fittings. Each still bears a berth number, although none intends to return to life as a structural component.

Field intelshield route follower. See its listed shield and control resistances.

S / St / F: 0 / 0 / 0%
Rattle ChainS2 W4322.9—87.51

BackstoryOnce an anchor chain on the Bonewake, this restless length of links followed its captain ashore. It rattles to announce a docking maneuver that now includes the entire sector.

Field intelOrdinary route follower. See its listed shield and control resistances.

S / St / F: 0 / 45 / 0%
Bubble BlightS3 W262.925.2 ×0.5886.81

BackstorySlimedy’s first attempt at palace bathwater escaped its basin and refused to pop. She declared the experiment a royal success and sent it out to welcome visitors.

Field intelshield route follower. See its listed shield and control resistances.

S / St / F: 0 / 0 / 0%
SlickfinS3 W4109.1—114.21

BackstorySlickfin explored the island’s drainage channels long before Slimedy called them palace waterways. It joined her court in exchange for exclusive access to every freshly polished floor.

Field intelfast route follower. See its listed shield and control resistances.

S / St / F: 50 / 0 / 0%
Shield ProjectorS3 W192,198—100.61

BackstoryThis projector once protected delicate instruments during portal surveys. Its handlers now use the same careful engineering to shelter an army that would happily smash those instruments on the way through.

Field intelshield projector support; aura range 104 units.

S / St / F: 0 / 0 / 0%
Dread BellS4 W266.1—87.51

BackstoryScarrigan recovered the mansion’s dinner bell from a sealed pantry. It rings for guests who never existed, and the living ones have learned that arriving late is the more frightening option.

Field intelspeed booster support; aura range 88 units.

S / St / F: 0 / 0 / 0%
Shiver LanternS4 W41,118.8—82.91

BackstoryA caretaker left this lantern burning during the mansion’s last ordinary evening. Scarrigan found it still waiting at the door and gave it a much less reassuring guest list.

Field intelOrdinary route follower. See its listed shield and control resistances.

S / St / F: 0 / 0 / 70%
Hex SplinterS4 W5 · spawned288.9—31.01

BackstoryThis shard broke free of Splinter Hex carrying a tiny piece of its haunted reflection. It has no memory of the whole mirror, only an urgent desire to finish the procession.

Field intelOne of six real fragments released by Splinter Hex. Each escaped fragment costs one core life.

S / St / F: 20 / 15 / 30%
MedicS4 W188,648.9—123.81

BackstoryThe Medic’s repair charter predates the war and makes no provision for refusing a patient’s orders. It follows the column with a full kit and a steadily worsening backlog.

Field intelmedic support; aura range 104 units.

S / St / F: 0 / 0 / 0%
PhantomS4 W20 · spawned1 hit—0.00

BackstoryScarrigan fashioned the Phantom from a guest’s reflection and an invitation with no name. It is an apparition rather than a living soldier, created to make an empty party look dangerously well attended.

Field intelScarrigan’s stationary decoy, not a real wave enemy. Vanishes after one damaging hit or six seconds; no movement, healing, bounty, or core damage.

S / St / F: 0 / 0 / 0%
Tempo TomTay Tay W475.2—69.91

BackstoryTempo Tom kept time at Tay Tay’s earliest rehearsals, when the audience was mostly equipment. He still treats every march as a soundcheck that might finally become the big show.

Field intelspeed booster support; aura range 92 units.

S / St / F: 0 / 0 / 55%
King's GuardTay Tay W567.623.8 ×0.6461.72

BackstoryThe royal guard was assigned to Tay Tay’s tour as a visible reminder of the Crown’s interests. The guards insist their position near the stage is a security requirement, not a preference.

Field intelDurable guard.

S / St / F: 24 / 28 / 45%
Speed BoosterTay Tay W7140.6—87.41

BackstoryOriginally a scheduling aid for overworked freight crews, the Speed Booster learned that every deadline could be moved closer. Touring management considered this a highly marketable talent.

Field intelspeed booster support; aura range 104 units.

S / St / F: 0 / 0 / 0%
Backstage BannerTay Tay W7172.6—90.71

BackstoryThis banner began as a hand-painted sign outside Tay Tay’s first venue. Success brought sturdier fittings, a marching assignment, and strict instructions never to let the headliner lose sight of her name.

Field intelOrdinary route follower. See its listed shield and control resistances.

S / St / F: 0 / 22 / 75%
Feedback ReedTay Tay W9232—159.01

BackstoryA discarded reed kept humming after the rehearsal room emptied. Tay Tay’s technicians gave it a road job, where its refusal to go quiet finally counted as a qualification.

Field intelanti freeze support; aura range 82 units.

S / St / F: 65 / 12 / 0%
Road CaseTay Tay W13612.7367.6 ×0.55121.71

BackstoryRoad Case survived more loading docks than any member of the tour. When the crew asked it to protect the equipment one last time, it decided escorting the entire show was simpler.

Field intelshield route follower. See its listed shield and control resistances.

S / St / F: 55 / 12 / 0%
Spin PickTay Tay W16331.4—229.31

BackstoryA lost guitar pick discovered that spinning was an excellent way to avoid being swept away. It followed Tay Tay out of the practice room and has been chasing the next chorus ever since.

Field intelfast route follower. See its listed shield and control resistances.

S / St / F: 20 / 0 / 0%
Groove DiscTay Tay W192,895.4—70.62

BackstoryThe crew cut the tour’s first rehearsal onto Groove Disc and played it until the groove seemed to know the route. Nobody is sure when the record started arranging its own transport.

Field intelOrdinary route follower. See its listed shield and control resistances.

S / St / F: 55 / 0 / 0%
Patch CableTay Tay W22427—127.21

BackstoryPatch Cable earned its place by reconnecting gear nobody else could keep running. On the road, it found the distinction between broken equipment and injured colleagues increasingly unhelpful.

Field intelmedic support; aura range 86 units.

S / St / F: 0 / 0 / 0%
Anti-ShockTay Tay W24616.2—119.31

BackstoryA former surge technician joined the concert convoy after one disastrous outdoor performance. It now approaches every electrical disturbance with the weary certainty that someone ignored the equipment checklist.

Field intelanti shock support; aura range 104 units.

S / St / F: 0 / 0 / 0%
Shell SkiffS5 W2111.355.7 ×0.60129.51

BackstorySam-I-AM’s kitchen staff built a tiny ferry from a discarded shell. It was meant to carry seasoning between stations; the eggs approved a much broader delivery area.

Field intelshield route follower. See its listed shield and control resistances.

S / St / F: 0 / 0 / 0%
Pepper FlipS5 W4182.8—250.11

BackstoryPepper Flip escaped a seasoning trial with a spring in its step and a lasting distrust of serving dishes. Sam-I-AM offered it a place in the marching breakfast instead.

Field intelfast route follower. See its listed shield and control resistances.

S / St / F: 20 / 0 / 0%
FirefighterS5 W182,605.7—160.71

BackstoryThe Firefighter was trained for ordinary foundry accidents, then assigned to an army that regularly recruits living flames. Its incident forms now include a box marked deliberate workplace choice.

Field intelfirefighter support; aura range 104 units.

S / St / F: 0 / 0 / 0%
Furrow DiscS6 W4122.9—82.31

BackstoryTillerMaN sharpened this disc to keep the orchard’s rows straight. After the first void scars appeared, it continued laying out neat lines across a landscape that no longer respected them.

Field intelOrdinary route follower. See its listed shield and control resistances.

S / St / F: 55 / 0 / 0%
Seed HopperS6 W793.8—112.01

BackstorySeed Hopper once carried replacement seedlings to the orchard’s thin patches. War changed what needed mending, but the little supply machine still believes a careful delivery can save a row.

Field intelmedic support; aura range 86 units.

S / St / F: 0 / 0 / 0%
Anti-VenomS6 W18639.2—134.11

BackstoryOrchard workers built this treatment unit after an experimental fertilizer escaped its barrel. It has followed the harvest crews ever since, suspicious of anything described as an innovative chemical solution.

Field intelanti venom support; aura range 104 units.

S / St / F: 0 / 0 / 0%
Rime NeedleS7 W434.3—80.31

BackstoryBitter kept Rime Needle nearby to mend the seams in his winter stores. The needle came to regard every interruption of the cold-weather routine as a repair job requiring immediate attention.

Field intelanti freeze support; aura range 82 units.

S / St / F: 65 / 0 / 0%
HailstoneS7 W7125.175 ×0.5569.11

BackstoryThis stubborn piece of a long-ended storm refused to melt with the rest. Bitter offered it shelter, and it repays the favor by going first whenever visitors become unwelcome.

Field intelshield route follower. See its listed shield and control resistances.

S / St / F: 55 / 0 / 0%
Anti-ArtilleryS7 W181,914—87.01

BackstoryA survey crew designed this unit after losing one too many instruments to distant shellfire. Its warning system survived the crew’s departure and found steady employment with less peaceful travelers.

Field intelanti artillery support; aura range 104 units.

S / St / F: 0 / 0 / 0%
Anti-FreezeS7 W21958.4—79.91

BackstoryBuilt to keep supply lines moving through Fracture Belt, Anti-Freeze spent years arguing with the weather. Joining Bitter’s escort has made that professional relationship considerably more awkward.

Field intelanti freeze support; aura range 104 units.

S / St / F: 0 / 0 / 0%
War DrumS8 W448.5—64.71

BackstoryErebus commissioned a drum that could make an unruly court march to one count. It rehearsed through so many strategy sessions that it now regards hesitation as a percussion error.

Field intelspeed booster support; aura range 92 units.

S / St / F: 0 / 0 / 55%
Gloom StandardS8 W7111.4—84.01

BackstoryThe court stitched its first victories into Gloom Standard’s dark cloth. Its bearer carries those old results into every new match, convinced that confidence is easier to see on a pole.

Field intelOrdinary route follower. See its listed shield and control resistances.

S / St / F: 0 / 22 / 75%
TanglefootS9 W4998.2—63.11

BackstoryTanglefoot once retrieved lost chips from beneath Pitt’s gaming tables. Years of navigating chair legs and impatient customers prepared it surprisingly well for the casino’s new approach lanes.

Field intelTanglefoot works the casino floor. Ordinary weapons and controls work; it has no snap or tower curse.

S / St / F: 0 / 55 / 35%
Bristle BurrowerS9 W73,944.2—66.81

BackstoryThe casino hired Bristle Burrower to inspect the foundations without closing the floor. It found several questionable supports and decided the safest career move was to work directly for Pitt.

Field intelBristle 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 W437.1—84.51

BackstoryDrawn to Ember Lock’s furnace glow, Cinder Moth became a regular at INcinerate’s lectures. It follows the flame like an enthusiastic student who never quite notices the room is burning.

Field intelfirefighter support; aura range 84 units.

S / St / F: 28 / 0 / 0%
Coal HuskS10 W7182.7—62.31

BackstoryCoal Husk was left behind after a furnace firing that consumed everything useful. INcinerate admired its refusal to disappear and gave the stubborn remnant a position at the front of the class.

Field intelheavy route follower. See its listed shield and control resistances.

S / St / F: 18 / 0 / 0%
Dispatch BeaconS11 W424.8—117.51

BackstoryThis beacon spent years guiding emergency crews through the sector’s busiest junction. Agent911 recruited it for a quieter network, although its definition of discreet remains brightly illuminated.

Field intelspeed booster support; aura range 94 units.

S / St / F: 0 / 0 / 0%
Roadblock UnitS11 W77943.5 ×0.5757.81

BackstoryRoadblock Unit was built to hold a junction until an emergency passed. After enough contradictory dispatches, it decided the emergency was permanent and took its assigned barrier on patrol.

Field intelshield route follower. See its listed shield and control resistances.

S / St / F: 0 / 30 / 0%
Smoke SealS12 W442.9—90.31

BackstoryKatan’s crossing office used Smoke Seals to protect confidential transfers from curious observers. One seal learned to travel with the documents and has treated open visibility as a filing error ever since.

Field intelanti artillery support; aura range 82 units.

S / St / F: 40 / 0 / 0%
Caltrop ClusterS12 W7125.5—89.21

BackstoryThe blade office gathered these scattered caltrops after an exercise and never sorted them back into storage. They developed a collective objection to being stepped over and enlisted as a unit.

Field intelOrdinary route follower. See its listed shield and control resistances.

S / St / F: 60 / 28 / 0%
Plumb BobS13 W4125.822.6 ×0.6698.51

BackstoryZileas brought Plumb Bob to the crater to establish an unquestionable vertical reference. In a world with no depth, the instrument takes great professional pride in making that sound more complicated than it is.

Field intelshield route follower. See its listed shield and control resistances.

S / St / F: 50 / 0 / 0%
CounterweightS13 W7413.8144.8 ×0.5499.41

BackstoryCounterweight served in the court’s calibration room, balancing arguments before anyone had heard them. Promotion to field duty finally let it bring its considerable opinion directly to the disputed ground.

Field intelshield route follower. See its listed shield and control resistances.

S / St / F: 0 / 42 / 0%
Slope MarkerS14 W4123.6—122.61

BackstoryEverlast’s old watch placed Slope Markers to guide travelers through difficult ground. This one stayed with the post after the travelers vanished and still insists everyone keep moving along the designated path.

Field intelspeed booster support; aura range 88 units.

S / St / F: 62 / 0 / 0%
Powder RamS14 W7466.4209.9 ×0.56105.51

BackstoryPowder Ram cleared packed drifts from the watch’s supply road each winter. It followed Everlast into the fighting with the same simple belief: something ahead needs to be pushed aside.

Field intelshield route follower. See its listed shield and control resistances.

S / St / F: 68 / 0 / 0%
Regal StandardS15 W4250.6—113.11

BackstoryThe royal survey party planted this standard at every claimed discovery. It now advances toward the Upward Door, prepared to announce ownership before anyone has finished checking what lies beyond it.

Field intelspeed booster support; aura range 96 units.

S / St / F: 0 / 0 / 55%
Treasury LockS15 W7229.3114.6 ×0.5098.61

BackstoryAdvisor Acute’s scrutiny made the Crown unusually protective of its remaining project accounts. Treasury Lock left the vault to guard the royal expedition, still convinced every approaching stranger wants a withdrawal.

Field intelshield 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: backstories and statistics for each listed encounter
EnemyFirstHullShield / mult.SpeedCore damageBackstory & threat intel
BeckchompS1 W16215,183.116,138.7 ×0.7215.99

BackstoryBeckchomp followed a trail of discarded hamburgers into Neon Gate and declared the river his dining room. The toothy fish now treats every defensive installation as an unreasonable interruption to lunch.

Field intelOnly 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 W15185,709.423,729.5 ×0.6216.311

BackstorySkullivan assembled the Bonewake Flagship from wreckage nobody else would insure. Its skeletal captain promised his crew a fortune, then discovered recruiting the enemy’s equipment was cheaper than buying his own.

Field intelSkullivan 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 ×0.7516.011

BackstorySlimedy made herself a paper tiara before she had a kingdom. She chose an island for her future palace and began spreading enough slime to make every visitor feel they had already moved in.

Field intelWould-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 W201,266,176.9103,596.3 ×0.6818.812

BackstoryWhile her sister Slimedy planned a palace, Scarrigan claimed the island mansion and filled it with invented guests. Her haunted parties grew elaborate enough that an invading army seemed like useful entertainment.

Field intelScarrigan 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 W2543,866.55,744.4 ×0.5817.112

BackstoryTay Tay played the Plane’s small stages until a flat horizon no longer felt like a large enough audience. The guitar headliner joined the dimensional rush in pursuit of the first concert beyond it.

Field intelFollowers 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 W20526,68059,251.5 ×0.7022.815

BackstorySam-I-AM’s three green eggs began as a breakfast experiment nobody would admit funding. They developed four routines, a shared ego, and the conviction that every objection could be answered with another dad joke.

Field intelSam-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 W2566,7737,967.2 ×0.6618.312

BackstoryTillerMaN once tended the orchard with his plow, Highland pipes, and a carefully balanced teacup. When the void swallowed his rows, he kept farming; he simply started calling everyone else’s foundations weeds.

Field intelTillerMaN 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 W25130,727.5Permanent front ice14.212

BackstoryBitter withdrew behind an ice wall after deciding the Plane had become intolerably noisy. His counting-slate friend Harry Seldon still visits, bringing conversation that Bitter insists he only tolerates.

Field intelBitter'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 W2565,059.78,519.7 ×0.5815.812

BackstoryErebus built a chess court around an ivory tusk and a reputation for thinking several moves ahead. His friendship with INcinerate survives a fundamental disagreement over whether a board should be studied or set alight.

Field intelErebus 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 W3042,778.34,046.6 ×0.6221.615

BackstoryLameking folded a crown, taped its seams, and announced he was King Vector’s heir. The King rejected the claim, so the paper pretender founded a court willing to repeat it at greater volume.

Field intelLameking 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 W25210,347.82,706.7 ×0.6613.614

BackstoryPitt’s three heads inherited one casino and immediately disagreed about management. They settled on a shared policy: the house keeps the floor, the guests keep their refunds, and anything obstructing business gets chewed.

Field intelPitt 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 W2590,62511,250 ×0.6616.215

BackstoryINcinerate began delivering lectures after deciding every defeat was caused by imperfect play. The living flame turned Ember Lock into his demonstration hall, where any plan that survives becomes evidence he meant it all along.

Field intelINcinerate 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 W3039,846.44,194.4 ×0.6017.815

BackstoryAgent911 learned his trade on quiet roads between dispatch stations. The spy car now slips through Emergency Vector with the same patient ambition: finish the assignment before anyone realizes an operation has begun.

Field intelAgent911 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 W3034,708.53,283.2 ×0.6219.715

BackstoryKatan carried an old clanmate grievance into the four crossings and appointed himself its final authority. The floating sword keeps meticulous accounts of every slight, with considerably less interest in hearing the other side.

Field intelKatan teleports between island paths. After 2s, he marks a landing for 0.4s, then jumps to another island at roughly the same route progress. Recharge: 6s. Cover all four crossings; stun and fear delay his jump.

S / St / F: 68 / 80 / 92%
ZileasS13 W30280,427.821,282.5 ×0.6431.915

BackstoryZileas took office after years of weighing other people’s disputes. The floating scale now treats the crater as a courtroom and every arriving army as a case requiring a very favorable opening argument.

Field intelZileas 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 W30319,39339,924.1 ×0.5431.217

BackstoryEverlast rooted himself at an old watch long before the current invasion. Seasons passed, the paths changed, and the ancient evergreen remained, unwilling to abandon a post simply because everyone else had forgotten its purpose.

Field intelAt20% 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 W30177,382.428,582.1 ×0.5033.318

BackstoryKing Vector saw evidence of a direction beyond the Plane and decided discovery conferred ownership. The floating crown’s dream of a three-dimensional empire now consumes the world he already rules.

Field intelMidas 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: backstories and statistics for each listed encounter
EnemyFirstHullShield / mult.SpeedCore damageBackstory & threat intel
Nibble NodeS1 W53,941.3295.6 ×0.7221.55

BackstoryNibble Node started as Beckchomp’s smallest kitchen helper, tasked with catching anything that fell off the plate. It became so good at snatching passing morsels that the fish reassigned it to battlefield catering.

Field intelNibble 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 W10156,100.611,707.5 ×0.7220.75

BackstoryBytefang collected discarded teeth from the riverbed and fitted them into a formidable guard. It follows Beckchomp partly out of loyalty and partly because no other employer provides so many spare parts.

Field intelBytefang 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 W15214,098.816,057.4 ×0.7219.96

BackstoryA riverside feeder built Chomp Circuit to stop Beckchomp emptying the trough too quickly. The fish disliked the arrangement but admired the mechanism enough to send it after someone else’s dinner.

Field intelChomp 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 W512,971.71,657.5 ×0.6222.05

BackstoryCopper Corsair began as the Bonewake’s pay chest and developed opinions about who deserved its contents. It now travels ahead of the flagship, collecting a crew bonus from unwilling contributors.

Field intelCopper 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 W1046,135.85,895.1 ×0.6221.16

BackstoryA shipwright riveted this set of plates to a wreck that should have stayed sunk. When the Bonewake salvaged them, they brought an old refusal to remain entirely in the material world.

Field intelRivet 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 W512,083.9692.3 ×0.7521.65

BackstoryDroplet Diva rehearsed in Slimedy’s unfinished palace until the empty halls became her favorite audience. She accepted a royal escort commission on the condition that every entrance count as a solo.

Field intelDroplet 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 W1058,309.63,340.7 ×0.7520.86

BackstorySlimedy’s attempt to reproduce a perfect courtier produced a gel that remembered the previous attempt too well. Gel Glitch left the mixing bowl determined never to accept the same disappointment twice.

Field intelGel 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 W15100,037.55,731.3 ×0.7520.07

BackstoryOoze Oracle read tomorrow’s omens in the palace drains before anyone had installed a throne. Slimedy appointed it court prophet after learning that its predictions always justified another royal announcement.

Field intelOoze 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 W58,254.3675.4 ×0.6825.46

BackstoryScarrigan inherited a mirror that reflected more guests than stood before it. She gave it a place in the procession, where its fractured household could finally venture beyond the mansion walls.

Field intelSplinter 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 W1034,900.62,855.5 ×0.6824.57

BackstoryPrism Spook haunted a corridor where footsteps always returned a moment late. Scarrigan persuaded it to leave by promising a much larger audience for its peculiar sense of timing.

Field intelPrism 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 W1566,102.85,408.4 ×0.6823.58

BackstoryA shattered window spent years listening to arguments inside Scarrigan’s mansion. The restless shards finally assembled a voice of their own and joined the haunting with several unresolved complaints.

Field intelShardgeist 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 W514,288.41,607.4 ×0.7030.87

BackstorySampler-I-AM was entrusted with tasting the kitchen’s experimental output. It developed a habit of holding every sample for a second opinion, even after Sam-I-AM replaced the menu with an invasion plan.

Field intelSampler-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 W1072,5768,164.8 ×0.7029.68

BackstoryMix-I-Might emerged from a batch nobody stirred quite enough. Its stubborn shell holds every ingredient together until the mixture is ready, a standard it applies to criticism as readily as breakfast.

Field intelMix-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 W15127,877.114,386.2 ×0.7028.59

BackstoryThree cooks each claimed credit for Combo-I-Can’s recipe. The resulting creation decided collaboration was the only respectable method and has been demanding a properly varied contribution ever since.

Field intelCombo-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: backstories and statistics for each listed encounter
EnemyFirstHullShield / mult.SpeedCore damageBackstory & threat intel
Seed RipperS6 W53,309.3394.9 ×0.6624.76

BackstoryThe orchard once used Seed Ripper to separate promising seeds from protective husks. TillerMaN retained it after the harvest failed, giving its severe inspection habits a new place in his escort.

Field intelSeed 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 W109,836.51,173.7 ×0.6623.87

BackstoryFurrow Hex marked six test rows during an orchard experiment that nobody finished recording. It still judges everything by those alternating plots, determined to obtain a conclusive result before the ground disappears.

Field intelFurrow 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 W1536,414.24,344.9 ×0.6622.98

BackstoryOrchard Reaper learned its trade on four carefully measured harvest rows. The void erased the field, but not its standards; it now carries the division with it wherever TillerMaN orders the work.

Field intelOrchard 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 W2026,973.53,218.4 ×0.6622.09

BackstorySent to recover useful material from the orchard’s first missing patch, Void Harvester returned mostly empty. It became obsessed with sorting value from waste, including opinions its operator would rather keep intact.

Field intelVoid 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 W51,071121.7 ×0.6219.16

BackstoryRime Shard managed a frozen archive where no request was ever considered urgent. Bitter recruited it after discovering a clerk capable of postponing trouble without pretending that trouble had gone away.

Field intelRime 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 W1012,782.21,452.5 ×0.6218.47

BackstoryFrost Needle once inspected winter gauges for a workshop that rewarded only measurable improvement. It still expects every visitor to bring a stronger argument than the last, regardless of the circumstances.

Field intelFrost 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 W1514,3801,634.1 ×0.6217.78

BackstoryCaught between a freezing pane and a thawing sill, Sleet Chip grew accustomed to taking both sides. Bitter gave it a field assignment before its alternating opinions could derail another meeting.

Field intelSleet 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 W2015,977.81,815.7 ×0.6217.09

BackstoryBlack-Ice Crystal formed beneath a road that looked perfectly safe from above. It entered Bitter’s service carrying the same polished composure and a private record of every crack beneath the surface.

Field intelBlack-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 W2416,000—17.08

BackstoryHarry Seldon kept visiting Bitter after everyone else stopped trying. With a scarf and a counting slate, he makes room for a friendship that the grumbling ice formation refuses to describe as sentimental.

Field intelHarry 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 W51,301.4170.4 ×0.5821.46

BackstoryErebus trained Shade-Eye Knight to study an opponent’s opening move before committing to the exchange. The court’s watcher now treats every first impression as evidence worth keeping under close observation.

Field intelShade-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 W108,473.11,109.6 ×0.5820.67

BackstoryGloomshield Rook guarded the court’s practice ground while Erebus argued over strategies inside. It learned that holding a position often meant protecting less patient colleagues from the consequences of their own advances.

Field intelGloomshield 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 W1526,343.53,449.7 ×0.5819.88

BackstoryEclipse Bishop studied the court’s games by the changing light of the lattice. It became fascinated with the instant an opening closes and now insists every encounter be judged by its first exchange.

Field intelEclipse 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 W2029,270.63,833.1 ×0.5819.09

BackstoryNightbanner Queen earned command by collecting the pieces other commanders had left behind. She carries that reputation into Erebus’s court, where even the slowest straggler is expected to answer the banner.

Field intelNightbanner 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 W5598.661.6 ×0.6618.47

BackstoryPitt hired Dimple to clear stray shots from the casino floor before customers complained. Years of catching other people’s mistakes made the little collector a natural addition to the house escort.

Field intelCasino 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 ×0.6617.78

BackstoryCraterjaw inspected the casino’s foundations through several suspicious renovations. It learned to distrust hurried work and now approaches every impact as another contractor attempting to skip the settling period.

Field intelFloor 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 W1580,883.88,326.3 ×0.6617.09

BackstorySinkcoil maintained the casino’s protective wiring when Pitt first expanded below ground. The shield tender still treats every overload as a maintenance problem that must stop at its own connection.

Field intelCasino 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 W202,609.6268.6 ×0.6616.310

BackstoryChasm Core compacted the casino’s unstable floor after each extravagant expansion. Pitt promoted it when the machinery started treating inconvenient members of the workforce as available building material.

Field intelFloor 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 W53,088.8444.8 ×0.6621.97

BackstorySparkbite began as a furnace safety fitting, tasked with keeping one bad spark from becoming everyone’s problem. INcinerate considered that an excellent teaching aid and brought it into his increasingly hazardous demonstrations.

Field intelSparkbite 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 W1022,121.43,185.8 ×0.6621.18

BackstoryCinder Lock sealed Ember Lock’s storage doors during the worst furnace failures. It remembers every emergency latch in exact order and remains convinced that opening up all at once would be irresponsible.

Field intelCinder 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 W1516,591.12,389.4 ×0.6620.39

BackstoryFlashover issued furnace permits before INcinerate turned the works into a classroom. It still stamps departures with solemn authority, although the approved cargo has become much more enthusiastic about causing damage.

Field intelFlashover 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 W2011,521.61,659.3 ×0.6619.411

BackstoryPyre Vector aligned burners in a workshop where a poor angle could ruin an entire firing. It joined INcinerate’s escort with a professional contempt for anyone who mistakes facing forward for aiming correctly.

Field intelPyre 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: backstories and statistics for each listed encounter
EnemyFirstHullShield / mult.SpeedCore damageBackstory & threat intel
Patrol-5S11 W5541.457 ×0.6024.07

BackstoryPatrol-5 was assigned five traffic cones and an exceptionally literal enforcement manual. Agent911 found it patrolling an abandoned junction, still determined to cite the next traveler who exceeded the posted limit.

Field intelPatrol-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 W105,543.2583.5 ×0.6023.18

BackstoryCode Red-10 learned emergency procedure in a dispatch office that counted every second of disruption. It now carries the whole incident ledger into the field, unwilling to let an interruption go undocumented.

Field intelCode 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 W1524,065.32,533.2 ×0.6022.29

BackstoryFifteen alarm horns were assembled to ensure no emergency call could be overlooked. Siren-15 took that purpose to heart and has regarded being ignored as a serious procedural offense ever since.

Field intelSiren-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 W2021,391.32,251.7 ×0.6021.411

BackstoryThe impound office gave Interceptor-20 a rack, a counter, and a narrow definition of suspicious cargo. Its promotion to active duty did nothing to soften its devotion to the collection quota.

Field intelInterceptor-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 W2523,530.52,476.9 ×0.6020.512

BackstoryFirst Responder-25 left its depot with twenty-five approved repair patches and a strict triage manual. It follows Agent911’s column searching for the casualty whose paperwork most clearly justifies immediate help.

Field intelFirst 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 W51,349.6127.7 ×0.6226.67

BackstoryKatan’s blade office commissioned Tanto-5 to shorten overlong orders before they delayed a crossing. The little shear became so proud of its efficiency that it began trimming restrictions addressed to itself.

Field intelTanto-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 W109,559.6904.3 ×0.6225.68

BackstoryDesignated Katan’s side arm, Wakizashi-10 interpreted the title as a permanent transfer order. It has spent its career ensuring it is on another side of the crossing whenever the paperwork permits.

Field intelWakizashi-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 W1543,918.74,154.5 ×0.6224.69

BackstoryEdge-15 audited the blade office’s most productive tools and found excellence suspiciously uneven. It entered field service determined to bring every outstanding contributor back within acceptable departmental expectations.

Field intelEdge-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 W2032,532.43,077.4 ×0.6223.611

BackstoryCrosscut-20 learned its craft in a workshop that demanded alternating cuts for a clean finish. Years later, it still judges every job by its grain, including jobs submitted in the form of gunfire.

Field intelCrosscut-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 W2537,063.73,506 ×0.6222.612

BackstoryFourfold Blade-25 was built to press four independent submissions into one official result. Katan kept the machine because its insistence on complete paperwork could delay even the most forceful objection.

Field intelFourfold 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 W511,189.1990.7 ×0.6443.07

BackstoryTickshift began in a timing office where every fifth docket went into a special tray. It has carried that small administrative delay into battle with the firm belief that a printed schedule makes anything punctual.

Field intelEvery 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 ×0.6441.48

BackstorySecondhand supervised a workshop punch clock before Zileas recruited its services. It still believes productive work must include a compulsory break, especially when the worker would strongly prefer to continue.

Field intelSecondhand 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 W15169,693.815,025 ×0.6439.99

BackstoryA repeated filing once trapped Looplock’s entire office in an argument that lasted a season. The device now insists on a different kind of request before it will reopen the discussion.

Field intelLooplock 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 W20137,431.112,168.4 ×0.6438.311

BackstoryRewind Node maintained the court’s old record decks, forever moving testimony back to the disputed passage. Field duty gave it a procession to edit, which it considers an unusually cooperative length of tape.

Field intelRewind 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 W25138,269.112,242.6 ×0.6436.712

BackstoryParadox Gear was built to reconcile two departments whose priorities were exact opposites. Neither office accepted its solution, so Zileas sent it out to demonstrate that the contradiction belonged to everyone else.

Field intelParadox 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 W511,968.11,496 ×0.5442.18

BackstoryBuckler Bud grew in the ward nursery with three carefully certified replacements tucked beneath its petals. It joined Everlast’s watch believing that keeping a promise meant always having one more shield ready.

Field intelBreaking 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 W1086,108.210,763.5 ×0.5440.69

BackstoryThe old watch entrusted Gatekeeper with deciding how close visitors could approach. Its original instructions were lost, but it still cycles through the surviving admission rules with unshakable professional confidence.

Field intelGatekeeper 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 W15215,569.226,946.1 ×0.5439.011

BackstoryWard Coil stored emergency reserves for Everlast’s watch through years of quiet winters. It learned to size every new reserve against the worst incident on record, an accounting habit it refuses to abandon.

Field intelWard 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 W20168,085.121,010.6 ×0.5437.512

BackstoryPlanted to reinforce an exposed stretch of the old watch, Bastion Seed never had the uninterrupted season it needed. It now travels with Everlast, looking for one quiet moment to finish growing.

Field intelBastion 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 W25175,64921,956.1 ×0.5435.913

BackstoryThe watch built Immortal Relay to pass a final duty onward when its current bearer could no longer stand. It has spent so long preserving that handoff that relinquishing it feels more dangerous than defeat.

Field intelImmortal 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 ×0.5045.09

BackstoryPage Vector served in the royal archive, turning through petitions too repetitive to deserve a full hearing. The Crown sent it to the front with the same instruction: keep the proceedings moving.

Field intelThe 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 W1058,234.210,009 ×0.5043.410

BackstoryRed Duke won a place at court by insisting every dispute name one proper challenger. It carries that formal seal into the invasion, deeply offended when a battlefield refuses to observe the etiquette of a duel.

Field intelRed 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 W1594,348.816,216.2 ×0.5041.711

BackstoryCrown Shard was recovered from a damaged royal ornament and mounted as a symbol of continuity. Its five proud points still insist they represent an undivided authority, despite considerable evidence of prior breakage.

Field intelCrown 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 W2083,865.614,414.4 ×0.5040.013

BackstorySix court offices each demanded a face on the Crown’s new decision engine. Regent Cube was the compromise, and it has been turning disagreements into narrow majorities ever since.

Field intelRegent 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 W2592,252.215,855.8 ×0.5038.314

BackstoryThe succession office built Heir Apparent to ensure no obligation vanished with its current owner. It approaches the royal campaign as one long estate settlement, carefully passing unfinished business to the next recipient.

Field intelHeir 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: backstories and statistics for each listed encounter
EnemyFirstHullShield / mult.SpeedCore damageBackstory & threat intel
Opening ActTay Tay W52,017.2264.2 ×0.5823.16

BackstoryTay Tay’s first opening prop worked venues where the headliner’s name barely fit on the sign. It still takes the stage early, convinced that a good entrance can rescue any evening.

Field intelConcert checkpoint object. Keeps its own endurance and movement; no crowd-gathering or tower-confusion ability.

S / St / F: 51 / 59 / 78%
Heartbreak BridgeTay Tay W108,536.61,117.9 ×0.5822.27

BackstoryBuilt for a song that almost ended the tour, Heartbreak Bridge outlasted the breakup and the stage it premiered on. The crew kept it because replacing all that emotional engineering sounded expensive.

Field intelConcert 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 ×0.5821.48

BackstoryGlitter Refrain began as a decoration for a single performance and refused to be packed away. It has followed every tour since, certain that the audience is only one chorus from demanding its return.

Field intelConcert checkpoint object. Keeps its own endurance and movement; no crowd-gathering or tower-confusion ability.

S / St / F: 55 / 63 / 84%
Final EncoreTay Tay W2013,610.81,782.4 ×0.5820.59

BackstoryThe crew assembled Final Encore after Tay Tay’s first supposedly final farewell. Several farewells later, the prop remains ready, with the practical patience of equipment that has stopped believing the schedule.

Field intelConcert checkpoint object. Keeps its own endurance and movement; no crowd-gathering or tower-confusion ability.

S / St / F: 56 / 66 / 86%
Page PretenderLameking W52,117.8200.3 ×0.6229.27

BackstoryPage Pretender wrote Lameking’s first proclamation before checking whether the title existed. It now carries the document proudly, treating repetition as the most economical substitute for proof.

Field intelCounterfeit courtier: no confusion cast. Keep steady damage on its route.

S / St / F: 56 / 66 / 75%
Duke of NothingLameking W1016,251.31,537.3 ×0.6228.18

BackstoryLameking granted this empty frame a duchy with no land, subjects, or budget. The Duke accepted at once; an entirely imaginary estate has remarkably few maintenance costs.

Field intelCounterfeit courtier: no confusion cast. Keep steady damage on its route.

S / St / F: 58 / 68 / 78%
Counterfeit CrownLameking W1589,982.48,511.8 ×0.6227.19

BackstoryCut from leftover card, Counterfeit Crown was supposed to stand in during a rehearsal. It enjoyed the appointment so much that nobody has managed to explain when the rehearsal ended.

Field intelCounterfeit courtier: no confusion cast. Keep steady damage on its route.

S / St / F: 60 / 70 / 81%
Bogus RegentLameking W2027,652.52,615.8 ×0.6226.011

BackstoryBogus Regent took charge of a pennant stand while Lameking was having his tape replaced. A temporary appointment became a permanent title, mostly because the court misplaced the dismissal notice.

Field intelCounterfeit courtier: no confusion cast. Keep steady damage on its route.

S / St / F: 62 / 73 / 84%
Spare HeirLameking W2531,504.12,980.1 ×0.6224.912

BackstoryThe court reserved one paper roll for emergency succession. Spare Heir has waited beside the throne ever since, eager to inherit a kingdom nobody has successfully unfolded.

Field intelCounterfeit courtier: no confusion cast. Keep steady damage on its route.

S / St / F: 64 / 75 / 86%
CAMPAIGN SPOILERS // 10 IDENTITIESHouse on the Hill Farm: Hay Break-In10

Secret-stage spoilers. Win all 15 main sectors and both optional challenges to unlock the farm. Protect 60 hay bundles through 20 waves on a 28 × 12 pasture. Five named animals interrupt towers or open shortcuts; Blossom leads the final herd. Escaping named animals eat six bundles, Blossom fourteen. The old demon-cow curses are retired.

House on the Hill Farm: Hay Break-In: backstories and statistics for each listed encounter
EnemyFirstHullShield / mult.SpeedCore damageBackstory & threat intel
Jersey CowPasture W17,579.7—73.51

BackstoryThe Jerseys know every feeding routine on the hill and recognize a late delivery immediately. An open pasture gate is simply an invitation to check whether the barn has a better schedule.

Field intelSteady herd animal; follows the fenced route to the barn and consumes one bundle of hay on arrival.

S / St / F: 0 / 0 / 0%
Jersey CalfPasture W14,699.4—102.91

BackstoryThe calves learned the route by following their mothers, then discovered they could get there first. Their enthusiasm for the next bale is matched only by their confidence that someone else checked the fence.

Field intelFast calf; cover the short approaches to the barn. Consumes one bundle of hay on arrival.

S / St / F: 0 / 0 / 0%
Mini NubianPasture W34,756.2—88.71

BackstoryThese small goats treat every boundary as a puzzle with an edible reward. The barn was supposed to be off limits, which made it the most interesting building on the hill.

Field intelQuick Mini Nubian with partial slow resistance. Consumes one bundle of hay on arrival.

S / St / F: 35 / 0 / 0%
HollyPasture W49,600—24.26

BackstoryHolly considers feeding time a matter for public discussion. If the barn staff cannot hear her from across the pasture, she assumes they need a clearer reminder rather than a quieter cow.

Field intelHolly moos every 6s, rattling towers within 4 cells for 1s. Spread your coverage.

S / St / F: 50 / 55 / 75%
KuneKune PigPasture W61,856.4—52.62

BackstoryA KuneKune takes a measured approach to most things, particularly hills. The promise of fresh hay at the other end is sufficient reason to continue, whatever hurried objections arrive along the way.

Field intelHeavy KuneKune pig; consumes two bundles of hay on arrival.

S / St / F: 0 / 0 / 0%
Chapter 1Pasture W716,000—25.66

BackstoryChapter 1 approaches each new enclosure as the opening of an adventure. The multicolored Mini Nubian has never seen a straight stretch of fence without wondering how quickly the story could move beyond it.

Field intelChapter 1, the multicolored Mini Nubian, dashes at 1.7x speed for 1.4s every 6s.

S / St / F: 50 / 55 / 75%
DuceyPasture W1026,000—27.06

BackstoryDucey prefers practical demonstrations to lengthy negotiations. The black Mini Nubian tests every inconvenient obstacle personally, then waits just long enough for everyone to appreciate the point before trying again.

Field intelDucey, the black Mini Nubian, headbutts the nearest tower within 2.5 cells every 5s, pausing it for 1.5s.

S / St / F: 50 / 55 / 75%
ChubbsPasture W1333,000—28.46

BackstoryChubbs remembers the west fence from an earlier disagreement and has not revised his position. The round KuneKune believes a route to good hay should accommodate the traveler, not the other way around.

Field intelChubbs the KuneKune breaks the west fence when he reaches it. The shortcut stays open for the herd.

S / St / F: 50 / 55 / 75%
BobbyPasture W1647,450—29.86

BackstoryBobby watched people work the east paddock latch for years. The quarter horse learned the useful part of the routine and has been waiting for a sufficiently persuasive reason to demonstrate it.

Field intelBobby the quarter horse unlatches the east paddock gate when he reaches it. Cover the shorter route.

S / St / F: 50 / 55 / 75%
BlossomPasture W2093,800—24.514

BackstoryBlossom runs the pasture with a firm opinion about everyone’s pace. When she decides the herd is going to the barn, the other animals tend to discover that they meant to hurry there all along.

Field intelBlossom bosses animals within 4 cells into moving 35% faster. Turn her back to settle the herd.

S / St / F: 50 / 55 / 75%
CAMPAIGN SPOILERS // 17-WAVE HIDDEN FINALELevel 16: The Last Stand16

A saved victory in Level 15 reveals a two-lane final stand. An opening muster gives way to the fifteen campaign bosses with their miniboss entourages, followed by a coalition led by King Vector, Tay Tay, and Lameking. The familiar cast returns with encounter-specific health and speed—not a new set of enemy identities.

The King has discovered that recalling an army is easier than explaining why everyone remembers dying. Seventeen waves, one increasingly unhappy reunion, and a recall relay that absolutely needs to stop working.

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 at any cost

The Bastion does not oppose dimensional research. It opposes a ruler spending two realities to force a crossing. The conflict is about survival, responsibility, and whether discovering a new horizon gives anyone the right to put two worlds at risk.

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.

Choose any of these four advisors as your commander. Their command bonus applies to the run; all four keep earning experience for their own tower rosters, whoever leads.

In-game portrait of General Relativity

TACTICAL

General Relativity

Calm, confident, and focused on the mission. He gives clear orders with warm military authority and dry humor—while patiently explaining that his name is not an invitation to a science quiz.

Heavy Arsenal

When commanding: +5% tower damage.

19 assigned towers
  • Gun Tower
  • Cannon Tower
  • Fighter Tower
  • Pulse Cannon
  • Missile Silo
  • Artillery
  • Assassin
  • Gatling Gun
  • Heat Seeker
  • Big Bertha
  • Detonate
  • Soldier Tower
  • Rail Lance
  • Torch
  • Zero Point
  • Hawkeye
  • Ground Pounder
  • Damage Capacitor
  • Blast Matrix
In-game portrait of Professor Pythagoras

GEOMETRY

Professor Pythagoras

A curious academic who finds possibility in portals and dimensional rules. Articulate and warm under pressure, he enjoys mathematical humor while maintaining that triangle jokes are beneath him.

Rift Mobility

When commanding: +5% tower fire rate.

10 assigned towers
  • Phaser Tower
  • Laser Array
  • True Sight
  • Vector Port
  • Tunnel Tower
  • Combat Air Patrol
  • Teleporter
  • Fighter Jet
  • Blackhole
  • Range Amplifier
In-game portrait of Engineer Tensor

ENGINEERING

Engineer Tensor

Grounded, resourceful, and quick to diagnose trouble. Every crisis becomes a repair job, route diagram, or build note. Questionable engineering earns her sharpest, driest commentary.

Signal Breakers

When commanding: Tower and upgrade costs are 5% lower.

13 assigned towers
  • Arc Relay
  • Frost Prism
  • Stun Node
  • Poison Mister
  • EMP
  • Police Tower
  • Pulse Slow
  • Leech Tower
  • Singularity Well
  • Shocker
  • Grappling Hook
  • Vampire
  • Overclock Relay
In-game portrait of Finance Advisor Acute

FINANCE

Finance Advisor Acute

Precise, composed, and always calculating the cost. Even royal speeches are wasted resources. Her victory budget: “I approved one firework. These had better be reusable.”

Bastion Builders

When commanding: +5% mineral delivery income.

9 assigned towers
  • Mining Depot
  • Wall Street
  • Command Center
  • Tower Support
  • First Aid
  • Wall Gate
  • Salvage Yard
  • Saw Mill
  • Vortex Tower

Experience makes their towers cheaper.

Each tower placement and purchased upgrade counts equally toward its advisor’s share of up to 100 XP per finished level. Victory earns the full pool; defeats scale it by waves cleared. The shared reward is at most one percentage point of discount per level finish. Runs with no placements or upgrades earn none.

100 XP = 1% off. 2,500 XP = the 25% maximum per advisor. This reduces credit costs for placements, ordinary upgrades, specializations, and overdrive. Crystal costs stay the same. Existing commander and support bonuses can reduce costs further.

Review all four advisors before launch, then select a portrait to see its tower icons. Newly earned discounts apply at the next full level start; retries and resumes keep their opening prices. A retry can only earn the unpaid part of that run’s reward.

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 LINELives before ambition

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 ↗

A NOTE FROM SAM // AI & DEVELOPMENT

Six months of work. A game I care about.

Sam Demulling
Creator of Vector Bastion · October 2026

AI tools have been part of Vector Bastion’s creation, and I want to be open about that. As of October 2026, I’ve spent six months developing this game: shaping its systems, revising its visuals, testing encounters, and working on how it feels to play.

I set the direction and take responsibility for what goes into the game. That means making choices, revisiting things that don’t work, and continuing to refine the result. My aim is an original, thoughtful tower defense game that earns your time through its strategy, personality, and care.

QUESTIONS FROM THE GRID

Before you enter the Bastion.

Clear answers about the game, its systems, and where development stands.

What is Vector Bastion?

Vector Bastion is an indie tower defense game by Sam Demulling at Hill Farm Interactive, LLC. You reshape enemy routes with Circuit Blocks, build layered defenses, protect mining crews, and defend a reactor in a neon science-fiction campaign.

Explore the systems →

How does route building work?

You draft, rotate, preview, and place Circuit Blocks to permanently reshape a sector. Each placement must preserve a legal route from every spawn to the reactor. Towers can be built on the foundations you create, letting route design and tower placement work together.

See Circuit Blocks →

How many towers and levels are there?

The documented build has 51 tower systems and 15 main campaign sectors across three acts. There are 19 playable stages when optional and hidden encounters are included. The 152-entry guide includes summons and a decoy, so that number is not a count of unique ordinary wave enemies.

Explore the campaign →

Are the optional tower packs required?

The core arsenal is designed to clear the campaign. The roster includes 23 core, Hero and mining towers, 24 optional entitlement-gated towers in four packs, and four support rewards. Pack access is handled by the live build; this site does not announce final pricing or a purchase offer.

Compare all tower systems →

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.

Testing a build? Export a run from the in-game Replay Library and submit it for review. Replays include their game version and build so feedback stays tied to the run you played.

Return to the signal