Draft
Choose between seeded Circuit Block shapes.
IN ACTIVE DEVELOPMENT
King Vector is calculating an escape from 2D into 3D. Draft Circuit Blocks, protect your mining crews, and defend 15 campaign sectors before the breach becomes an empire.

INTERCEPTED TRANSMISSION // KING VECTOR
“Two dimensions were a prison. Three will be my throne.”
CORE SYSTEM // ROUTECRAFT
Most tower defenses ask where to place a tower. Vector Bastion asks what the battlefield should become before the next wave arrives.
IN-GAME // DEVELOPMENT CAPTUREChoose between seeded Circuit Block shapes.
Preview the reroute before committing the grid.
Build directly on the foundations you created.
CIRCUIT BLOCKS PERMANENTLY RESHAPE THE SECTOR EVERY SPAWN STILL REACHES THE REACTOR

Draft, rotate, preview, and commit permanent route changes. Every legal shape still leads the breach toward the reactor—just not quickly.
Build damage, control, economy, and support into one machine. Six persistent Hero Towers add long-term choices across the campaign.




Four commanders bend the same grid in different ways, from raw firepower and range to tighter economies and stronger starts.
Earn protocol points, evolve a Hero, and turn each sector victory into a more capable bastion for the next breach.



Fifteen sectors escalate across three acts, each with a distinct boss, geometry problem, atmosphere, and soundtrack.
Fast runners, splitting threats, shield lines, supports, and boss families force the route—and your priorities—to keep changing.
FIELD MANUAL // RTS MINING ECONOMY
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.
IN-GAME // MINING & SUPPLY ROUTES01 / ESTABLISH
Place the free Mining Depot before launching a wave. It starts with one miner; one paid upgrade adds a second. Keep an open entrance and at least three grid squares of separation from every resource site, including diagonally. Your last depot cannot be sold.
02 / ASSIGN
Choose Minerals or Crystals before the wave; assignments lock during combat. Minerals pay after a three-second dig, the trip home, and a three-second unload. Crystal collectors stay until the income cutoff, then must survive the journey home and the remaining fight to earn one crystal each.
03 / PROTECT
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
Each mineral site serves one driller at a time, with arriving workers queued nearby. Crystal sites accept two committed collectors per wave. Deposits never run out, but travel and waiting cost time. Circuit Blocks must preserve both enemy paths and mining access; route previews show the detour before you commit.
THE INCOME WINDOW
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.
Finance adds 5% to mineral deliveries. Salvage Yard boosts deliveries to depots in its range. Wall Street keeps its nearby upgrade discounts and depot bonus, plus one highest global delivery bonus (2% at base). These bonuses are composed once before any early-clear multiplier.
Kill bounties, automatic wave crystals, interest income, and Golden Circuits are retired. Former Golden Circuit squares are ordinary Circuit pads. Tower refunds and recovered stolen credits return your investment; they are not new earned income.
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.
| Stage | Mineral / crystal sites | Credits / load | Extra depot | Second miner |
|---|---|---|---|---|
| Level 1: Neon GateSector 1 | 1 / 1 | 35 | 210 | 105 |
| Level 2: Circuit FoundrySector 2 | 1 / 1 | 155 | 930 | 465 |
| Level 3: Dual PortalSector 3 | 1 / 1 | 220 | 1,320 | 660 |
| Level 4: Prism CrucibleSector 4 | 2 / 1 | 105 | 630 | 315 |
| Challenge 4→8: Tay Tay's Eras Arraychallenge_tay_tay | 3 / 2 | 35 | 210 | 105 |
| Level 5: Reactor SiegeSector 5 | 2 / 1 | 205 | 1,230 | 615 |
| Level 6: Void OrchardSector 6 | 2 / 1 | 120 | 720 | 360 |
| Level 7: Fracture BeltSector 7 | 2 / 1 | 55 | 330 | 165 |
| Level 8: Gravity LatticeSector 8 | 2 / 1 | 25 | 150 | 75 |
| Challenge 8→12: Lameking's Bogus Thronechallenge_lameking | 1 / 1 | 120 | 720 | 360 |
| Level 9: The Deep PittSector 9 | 2 / 1 | 70 | 420 | 210 |
| Level 10: Ember LockSector 10 | 3 / 2 | 100 | 600 | 300 |
| Level 11: Emergency VectorSector 11 | 3 / 2 | 75 | 450 | 225 |
| Level 12: Katan's CrossingSector 12 | 1 / 1 | 95 | 570 | 285 |
| Level 13: Zileas CraterlockSector 13 | 3 / 2 | 45 | 270 | 135 |
| Level 14: Everlast WardenSector 14 | 3 / 2 | 40 | 240 | 120 |
| Level 15: Dimensional SpiralSector 15 | 3 / 2 | 85 | 510 | 255 |
| Secret Cow Level: The Mooebius Pasturesecret_cow_level | 3 / 2 | 385 | 2,310 | 1,155 |
CAMPAIGN MAP // 15 ACTIVE SECTORS
Fifteen campaign sectors, two optional challenges, and a secret pasture now pair painted environments with localized animation. Boats drift, fires flicker, and strange skies turn—while towers, enemies, and the playable grid stay crisp and vector-based.

RIVERS / PIRATES / HAUNTED ESTATES
The breach is new, the grid is blue, and the enemy is taking notes. Teach it only bad habits.

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.

ESPIONAGE / VERDICTS / ROYAL AMBITION
Alarms, dust, lava, and one monarch with dramatic entitlement. Build the loop and invoice the apocalypse.
BASTION ARMORY // COMPLETE MANIFEST
Base Level-1 figures before upgrades, commander doctrine, Support Towers, Circuit overclock, specialization, and temporary effects.
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.
The full campaign-ready kit: a Mining Depot, direct fire, control, splash, blockers, six persistent Heroes, and no entitlement requirement.
| Tower | Tier / unlock | Cost | Range | Damage | Cadence | Field role |
|---|---|---|---|---|---|---|
| Mining Depotmining_depot | Common S1 | First free | Supply routes | 1 → 2 miners | Delivery | Required before launch; assign minerals or crystals. One upgrade adds a second miner. Additional depot and upgrade prices vary by stage; see Economy. |
| Gun Towerbasic_gun_tower | Common S1 | 70 | 165 | 17 | 1.75/s | Fast single-target projectile; selectable priority |
| Cannon Towerbasic_cannon_tower | Common S1 | 85 | 150 | 18 | 0.40/s | Slow missile with 26 splash radius |
| Phaser Towerbasic_phaser_tower | Common S1 | 75 | 195 | 16 | 1.50/s | Instant line beam; selectable priority |
| Fighter Towerbasic_fighter_tower | Common S1 | 75 | 180 | 13 | 1.65/s | Deploys 2 route-blocking fighters |
| Pulse Cannonpulse_cannon | Uncommon S2 | 210 | 185 | 44 | 1.90/s | High-output baseline projectile |
| Arc Relayarc_relay | Uncommon S2 | 175 | 160 | 34 | 1.65/s | Primary hit plus 2 chains within 110 |
| Frost Prismfrost_prism | Uncommon S2 | 220 | 205 | 45 | 1.75/s | Slows targets to 58% for 1.6 seconds |
| Stun Nodestun_node | Uncommon S2 | 190 | 190 | 30 | 1.40/s | Deploys 1-second path traps; 3 per cell |
| Missile Silomissile_silo | Rare S3 | 440 | 280 | 42 | 0.42/s | Long-range missile with 48 splash radius |
| Laser Arraylaser_array | Rare S3 | 400 | 290 | 18 | 0.86/s | Instant piercing line beam |
| Artilleryartillery_tower | Epic S4 | 620 | 500 | 110 | 0.22/s | Predictive shell with 108 splash radius |
| Assassinassassin_tower | Epic S4 | 560 | 218 | 78 | 1.40/s | 3 blockers, vulnerability mark, global shuriken |
| Poison Misterpoison_mister | Epic S4 | 580 | 145 | 10.5 | 1.70/s | Radius poison; stacks up to 6 for 3.2 seconds |
| EMPemp_tower | Epic S4 | 620 | 210 | 100.5 | 0.58/s | Shield pulse plus a 30-second global stop |
| Gatling Gungatling_gun | Legendary S5 | 1,250 | 250 | 96 | 8.00/s | Burst mode triples rate, then overheats |
| Heat Seekerheat_seeker | Legendary S5 | 1,250 | 340 | 420 | 0.72/s | 112-radius splash; global 10-missile volley |
| Big Berthahero_big_bertha | Hero S1 | 100 + 2C | 420 | 185 | 0.18/s | Persistent long-range Hero artillery |
| True Sighthero_true_sight | Hero S1 | 100 + 2C | 360 | 4x amp | Lock | Marks one priority target until it is destroyed |
| Detonatehero_detonate | Hero S1 | 100 + 2C | Global | 10% HP | 30 sec | Global pulse based on current effective health |
| Police Towerhero_police | Hero S1 | 100 + 2C | 205 | Hold | 5 sec | 5 officers each detain one target |
| Wall Streethero_wall_street | Hero S1 | 100 + 2C | 220 | Economy | Delivery | Nearby upgrade discounts and depot delivery bonus; highest global 2% delivery bonus at base, applied once. No interest income. |
| Command Centerhero_command_center | Hero S1 | 100 + 2C | 240 | +1 unit | Aura | Boosts Fighter, Soldier, Assassin, and CAP |
Optional tactical variants visible in the current build. They are not required to clear the campaign, and access remains controlled by EntitlementService.
| Tower | Tier / unlock | Cost | Range | Damage | Cadence | Field role |
|---|---|---|---|---|---|---|
| Pulse Slowpulse_slow_tower | Common S1 | 95 | 150 | Control | 1.00/s | Slows every enemy in range to 50% for 0.5s |
| Tower Supportcommon_tower_support | Common S1 | 115 | Adjacent | +10% | Aura | Damage, rate, and range to 4 orthogonal neighbors |
| First Aidfirst_aid_tower | Common S1 | 105 | 165 | 12 heal | 1.00/s | Repairs nearby blocker units |
| Wall Gatewall_gate | Uncommon S2 | 160 | 105 | 30 | 0.95/s | Paired gate; full square deals 4x and forces 0.1x speed |
| Vector Portvector_port | Uncommon S2 | 190 | 175 | 100 | 1.20/s | Launches reverse-route ram ships |
| Tunnel Towertunnel_tower | Uncommon S2 | 140 | Route | Control | Crossing | Makes its Circuit Block passable at 50% speed |
| Soldier Towersoldier_tower | Uncommon S2 | 220 | 185 | 25 | 1.30/s | 3 blockers with a 5-second respawn |
| Leech Towerleech_tower | Uncommon S2 | 210 | 235 | 115 | 3.40/s | Attach, drain, and refresh a 50% slow |
| Singularity Wellsingularity_well | Rare S3 | 330 | 165 | 18 | 0.82/s | 48-radius gravity field; 72% slow for 1.1s |
| Rail Lancerail_lance | Rare S3 | 420 | 235 | 31 | 0.55/s | Piercing line beam |
| Salvage Yardsalvage_yard | Rare S3 | 180 | 155 | +12% | Delivery | Boosts mineral deliveries to depots in range. Claim Stamp adds +1 per delivery; no kill rewards. |
| Combat Air Patrolcombat_air_patrol | Rare S3 | 480 | 320 | 100 | 3.00/s | 2 autonomous patrol ships |
| Torchtorch | Rare S3 | 360 | 132 | 10 | 8.00/s | Piercing flame plus 10 burn DPS for 1.6s |
| Shockershocker | Rare S3 | 360 | 150 | 3.2 | 1.08/s | Moving shock field with slow and vulnerability |
| Grappling Hookgrappling_hook | Rare S3 | 380 | 215 | 145 | Trap | Hard-traps one target for 4 seconds at base |
| Teleporterteleporter | Rare S3 | 440 | 270 | 250 | 2.10/s | Rewinds a target 5 path cells once |
| Fighter Jetfighter_jet | Epic S4 | 610 | Global | 160 | 3.00/s | Persistent jet with a 20-second sidewinder |
| Saw Millsaw_mill | Epic S4 | 620 | 178 | 88 | 1.42/s | 3 orbiting contact blades; 48-radius hits |
| Vampirevampire_tower | Epic S4 | 650 | 290 | 245 | 3.10/s | 3 vectors, neighbor boost, 60-second bat swarm |
| Zero Pointzero_point | Legendary S5 | 1,150 | 405 | 108 DPS | Beam | Ramps to 3x; once-wave 6x plus neighbor overclock |
| Blackholeblackhole | Legendary S5 | 1,250 | 390 | 24 field | 0.34/s | Drifting 82-radius fields and a pullback singularity |
| Hawkeyehawkeye | Legendary S5 | 1,250 | 520 | 260 | 1.50/s | Rising mark, +18% range aura, global range burst |
Granted through the wave reward cycle. Their effects are composed by TowerStatCalculator and are not baked into the base figures above.
| Tower | Tier / unlock | Cost | Range | Damage | Cadence | Field role |
|---|---|---|---|---|---|---|
| Range Amplifierrange_amplifier | Support W5 | Reward | Adjacent | +48 range | Aura | Flat range bonus to neighbors |
| Damage Capacitordamage_capacitor | Support W10 | Reward | Adjacent | +20% | Aura | Percent damage bonus to neighbors |
| Blast Matrixblast_matrix | Support W15 | Reward | Adjacent | +48 splash | Aura | Flat splash-radius bonus to neighbors |
| Overclock Relayoverclock_relay | Support W20 | Reward | Adjacent | +15% rate | Aura | Percent fire-rate bonus to neighbors |
THREAT INDEX // SEPTEMBER 2026 ROSTER
Current boss redesigns, individual miniboss tactics, and original game icons. Stats show each regular enemy’s first appearance, each named elite’s encounter, and each headliner’s final wave. Temporary abilities can change these values.
Roster snapshot: September 11, 2026. Values are rounded from finalized game definitions before temporary combat effects; later appearances can scale differently. Reserved names and test-only targets are not listed.
First playable appearances of the common route threats. Later waves scale their numbers and stats.
| Enemy | First | Hull | Shield / mult. | Speed | Core damage | Threat intel |
|---|---|---|---|---|---|---|
| Drone | S1 W1 | 22.8 | — | 67.2 | 1 | Baseline route follower.S / St / F: 0 / 0 / 0% |
| Runner | S1 W2 | 17.1 | — | 105.1 | 1 | Fast route follower.S / St / F: 0 / 0 / 0% |
| Shieldling | S1 W11 | 192.8 | 167.1 ×0.55 | 81.6 | 1 | Shielded frontline.S / St / F: 0 / 0 / 0% |
| Bulwark | S1 W11 | 668.3 | — | 57.6 | 2 | Heavy hull.S / St / F: 0 / 0 / 0% |
| Splitter | S2 W10 | 640.8 | — | 99.9 | 1 | Splits into smaller real enemies on defeat.S / St / F: 0 / 0 / 0% |
| Fragment | S2 W10 · spawned | 229.3 | — | 139.1 | 1 | Small spawned fragment; cover the route after the parent falls.S / St / F: 0 / 0 / 0% |
| Skimmer | S4 W8 | 315.7 | — | 148.4 | 1 | Fast, control-resistant route follower.S / St / F: 18 / 12 / 0% |
| Aegis | S4 W12 | 852.4 | 1,299.4 ×0.42 | 99.1 | 2 | Heavy shield carrier.S / St / F: 12 / 22 / 0% |
The bosses brought help. These ordinary specialists and companions keep their own roles; they do not automatically inherit the headliner’s power.
| Enemy | First | Hull | Shield / mult. | Speed | Core damage | Threat intel |
|---|---|---|---|---|---|---|
| Bite Kite | S1 W2 | 14 | — | 124.0 | 1 | fast route follower. See its listed shield and control resistances.S / St / F: 0 / 0 / 0% |
| Molar Block | S1 W8 | 136.3 | — | 102.2 | 1 | heavy route follower. See its listed shield and control resistances.S / St / F: 0 / 0 / 0% |
| Marrow Pin | S2 W2 | 78.4 | 27.4 ×0.62 | 93.9 | 1 | shield route follower. See its listed shield and control resistances.S / St / F: 0 / 0 / 0% |
| Rattle Chain | S2 W4 | 156.6 | — | 87.5 | 1 | Ordinary route follower. See its listed shield and control resistances.S / St / F: 0 / 45 / 0% |
| Bubble Blight | S3 W2 | 62.9 | 25.2 ×0.58 | 86.8 | 1 | shield route follower. See its listed shield and control resistances.S / St / F: 0 / 0 / 0% |
| Slickfin | S3 W4 | 109.1 | — | 114.2 | 1 | fast route follower. See its listed shield and control resistances.S / St / F: 50 / 0 / 0% |
| Shield Projector | S3 W19 | 2,198 | — | 100.6 | 1 | shield projector support; aura range 104 units.S / St / F: 0 / 0 / 0% |
| Dread Bell | S4 W2 | 66.1 | — | 87.5 | 1 | speed booster support; aura range 88 units.S / St / F: 0 / 0 / 0% |
| Shiver Lantern | S4 W4 | 176.8 | — | 82.9 | 1 | Ordinary route follower. See its listed shield and control resistances.S / St / F: 0 / 0 / 70% |
| Hex Splinter | S4 W5 · spawned | 144.4 | — | 62.0 | 1 | One of six real fragments released by Splinter Hex. Each escaped fragment costs one core life.S / St / F: 20 / 15 / 30% |
| Medic | S4 W18 | 1,155.3 | — | 123.8 | 1 | medic support; aura range 104 units.S / St / F: 0 / 0 / 0% |
| Tempo Tom | Tay Tay W4 | 75.2 | — | 69.9 | 1 | speed booster support; aura range 92 units.S / St / F: 0 / 0 / 55% |
| King's Guard | Tay Tay W5 | 67.6 | 23.8 ×0.64 | 61.7 | 2 | Durable guard.S / St / F: 24 / 28 / 45% |
| Speed Booster | Tay Tay W7 | 140.6 | — | 87.4 | 1 | speed booster support; aura range 104 units.S / St / F: 0 / 0 / 0% |
| Backstage Banner | Tay Tay W7 | 172.6 | — | 90.7 | 1 | Ordinary route follower. See its listed shield and control resistances.S / St / F: 0 / 22 / 75% |
| Feedback Reed | Tay Tay W9 | 232 | — | 159.0 | 1 | anti freeze support; aura range 82 units.S / St / F: 65 / 12 / 0% |
| Road Case | Tay Tay W13 | 942.7 | 565.6 ×0.55 | 121.7 | 1 | shield route follower. See its listed shield and control resistances.S / St / F: 55 / 12 / 0% |
| Spin Pick | Tay Tay W16 | 662.7 | — | 229.3 | 1 | fast route follower. See its listed shield and control resistances.S / St / F: 20 / 0 / 0% |
| Groove Disc | Tay Tay W19 | 5,790.8 | — | 70.6 | 2 | Ordinary route follower. See its listed shield and control resistances.S / St / F: 55 / 0 / 0% |
| Patch Cable | Tay Tay W22 | 1,423.2 | — | 127.2 | 1 | medic support; aura range 86 units.S / St / F: 0 / 0 / 0% |
| Anti-Shock | Tay Tay W24 | 2,054 | — | 119.3 | 1 | anti shock support; aura range 104 units.S / St / F: 0 / 0 / 0% |
| Shell Skiff | S5 W2 | 222.6 | 111.3 ×0.60 | 129.5 | 1 | shield route follower. See its listed shield and control resistances.S / St / F: 0 / 0 / 0% |
| Pepper Flip | S5 W4 | 182.8 | — | 250.1 | 1 | fast route follower. See its listed shield and control resistances.S / St / F: 20 / 0 / 0% |
| Firefighter | S5 W18 | 2,605.7 | — | 160.7 | 1 | firefighter support; aura range 104 units.S / St / F: 0 / 0 / 0% |
| Furrow Disc | S6 W4 | 122.9 | — | 82.3 | 1 | Ordinary route follower. See its listed shield and control resistances.S / St / F: 55 / 0 / 0% |
| Seed Hopper | S6 W7 | 268.1 | — | 112.0 | 1 | medic support; aura range 86 units.S / St / F: 0 / 0 / 0% |
| Anti-Venom | S6 W18 | 4,261.1 | — | 134.1 | 1 | anti venom support; aura range 104 units.S / St / F: 0 / 0 / 0% |
| Rime Needle | S7 W4 | 34.3 | — | 80.3 | 1 | anti freeze support; aura range 82 units.S / St / F: 65 / 0 / 0% |
| Hailstone | S7 W7 | 125.1 | 75 ×0.55 | 69.1 | 1 | shield route follower. See its listed shield and control resistances.S / St / F: 55 / 0 / 0% |
| Anti-Artillery | S7 W18 | 1,914 | — | 87.0 | 1 | anti artillery support; aura range 104 units.S / St / F: 0 / 0 / 0% |
| Anti-Freeze | S7 W21 | 958.4 | — | 79.9 | 1 | anti freeze support; aura range 104 units.S / St / F: 0 / 0 / 0% |
| War Drum | S8 W4 | 48.5 | — | 64.7 | 1 | speed booster support; aura range 92 units.S / St / F: 0 / 0 / 55% |
| Gloom Standard | S8 W7 | 111.4 | — | 84.0 | 1 | Ordinary route follower. See its listed shield and control resistances.S / St / F: 0 / 22 / 75% |
| Tanglefoot | S9 W4 | 45.9 | — | 63.1 | 1 | Tanglefoot works the casino floor. Ordinary weapons and controls work; it has no snap or tower curse.S / St / F: 0 / 55 / 35% |
| Bristle Burrower | S9 W7 | 165.1 | — | 66.8 | 1 | Bristle 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 Moth | S10 W4 | 37.1 | — | 84.5 | 1 | firefighter support; aura range 84 units.S / St / F: 28 / 0 / 0% |
| Coal Husk | S10 W7 | 182.7 | — | 62.3 | 1 | heavy route follower. See its listed shield and control resistances.S / St / F: 18 / 0 / 0% |
| Dispatch Beacon | S11 W4 | 24.8 | — | 117.5 | 1 | speed booster support; aura range 94 units.S / St / F: 0 / 0 / 0% |
| Roadblock Unit | S11 W7 | 158 | 86.9 ×0.57 | 57.8 | 1 | shield route follower. See its listed shield and control resistances.S / St / F: 0 / 30 / 0% |
| Smoke Seal | S12 W4 | 42.9 | — | 90.3 | 1 | anti artillery support; aura range 82 units.S / St / F: 40 / 0 / 0% |
| Caltrop Cluster | S12 W7 | 193 | — | 89.2 | 1 | Ordinary route follower. See its listed shield and control resistances.S / St / F: 60 / 28 / 0% |
| Plumb Bob | S13 W4 | 125.8 | 22.6 ×0.66 | 98.5 | 1 | shield route follower. See its listed shield and control resistances.S / St / F: 50 / 0 / 0% |
| Counterweight | S13 W7 | 413.8 | 144.8 ×0.54 | 99.4 | 1 | shield route follower. See its listed shield and control resistances.S / St / F: 0 / 42 / 0% |
| Slope Marker | S14 W4 | 123.6 | — | 122.6 | 1 | speed booster support; aura range 88 units.S / St / F: 62 / 0 / 0% |
| Powder Ram | S14 W7 | 466.4 | 209.9 ×0.56 | 105.5 | 1 | shield route follower. See its listed shield and control resistances.S / St / F: 68 / 0 / 0% |
| Regal Standard | S15 W4 | 250.6 | — | 113.1 | 1 | speed booster support; aura range 96 units.S / St / F: 0 / 0 / 55% |
| Treasury Lock | S15 W7 | 458.5 | 229.3 ×0.50 | 98.6 | 1 | shield projector support; aura range 98 units.S / St / F: 0 / 48 / 72% |
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.
| Enemy | First | Hull | Shield / mult. | Speed | Core damage | Threat intel |
|---|---|---|---|---|---|---|
| Beckchomp | S1 W16 | 32,385 | 2,428.9 ×0.72 | 31.8 | 9 | A toothy river fish with a hamburger problem. Four snacks stand between a sensible defense plan and an extremely blue afternoon.Only Beckchomp eats the four hamburgers. Feeding Frenzy: blue-outlined towers fire at 50% for 5s; minions move 35% faster. He keeps his speed. New burgers refresh the timer. Ongoing Zero Point beams and attached leeches keep dealing normal damage.S / St / F: 55 / 62 / 75% |
| Skullivan | S2 W15 | 92,854.7 | 11,864.8 ×0.62 | 32.5 | 11 | The Bonewake Flagship offers an exciting pirate career with compulsory generosity. Three cannon hits and your tower is briefly in the healing business.Skullivan fires every 1.25s at the nearest damaging tower within 4 cells. Three hits capture it for 5s: attacks heal enemies for 50% of their damage. The amber timer shows automatic recovery.S / St / F: 48 / 58 / 85% |
| Slimedy | S3 W20 | 196,678.1 | 10,302.2 ×0.75 | 32.0 | 11 | A goo-loving would-be princess in a homemade paper tiara. The island palace is unfinished; the unsolicited slime treatment is fully operational.Would-be princess Slimedy coats towers within 190 units every 4s: range and firing rate -50% for the rest of the wave. Spread damage across both island approaches.S / St / F: 70 / 45 / 65% |
| Scarrigan | S4 W20 | 135,652.3 | 11,098.8 ×0.68 | 37.7 | 12 | Slimedy’s sister has turned the island mansion into a haunted surprise party. The guests are fake. The shots you waste on them are very real.Scarrigan creates 3 fragile phantoms every 4.8s, up to 6 at once. Each lasts 6s or one damaging hit. Spread fire across all three mansion approaches.S / St / F: 55 / 68 / 100% |
| Tay Tay | Tay Tay W25 | 73,110.8 | 9,574 ×0.58 | 34.2 | 12 | An original guitar headliner chasing the first show beyond the Plane. The army behind her is getting dangerously close to a sold-out crowd.Followers up to 8 route cells behind catch up at 1.75x speed, then pace behind the guitar. Area damage and ordinary control can break up the crowd.S / St / F: 62 / 72 / 95% |
| Sam-I-AM | S5 W20 | 263,340 | 29,625.8 ×0.70 | 45.6 | 15 | Three smug green eggs, four combat routines, and a deeply unreasonable supply of dad jokes. Breakfast has learned to multitask.Sam-I-AM rotates every 3.8s: control purge with a 1.1s lunge, shield restore, two-cell skip, then 12% more incoming damage for 1.5s. Only two skips per life. Cover his full route.S / St / F: 65 / 72 / 100% |
| TillerMaN | S6 W25 | 333,865 | 39,836.2 ×0.66 | 36.6 | 12 | Living Highland bagpipes with a plow and a decorative teacup. He respects occupied foundations. Empty ones are merely suggestions.TillerMaN plows one empty Circuit cell after a 0.60s windup. Towers protect their own foundations; his followers use the opened passages.S / St / F: 62 / 72 / 88% |
| Bitter | S7 W25 | 65,363.8 | Permanent front ice | 28.4 | 12 | A grumbling ice formation with a permanent front wall and a scarfed counting-slate friend, Harry Seldon. Warmth is not on the guest list.Bitter's permanent ice wall blocks ordinary front and side hits. Torch deals sixfold heat damage through the ice; ordinary attacks from behind work normally. The ice never breaks; controls still work.S / St / F: 58 / 70 / 90% |
| Erebus | S8 W25 | 32,529.8 | 4,259.9 ×0.58 | 31.7 | 12 | An ivory orc tusk wearing a strategist’s collar. His chess court considers brute force a perfectly respectable opening theory.Erebus grants Bloodlust to up to 3 ordinary minions anywhere: 1.25x speed and 1.35x proportional hull for 4s. First cast at 2.5s, then every 7s; control him to delay casts.S / St / F: 62 / 72 / 95% |
| Lameking | Lameking W30 | 213,891.4 | 20,233 ×0.62 | 43.3 | 15 | A taped paper crown claiming to be King Vector’s heir. The claim is rejected; the confused towers are, unfortunately, genuine.Lameking confuses one eligible weapon every 5 active seconds, across both islands. At most 5 towers stay confused: they fire in random directions and can miss. Sell and pay to rebuild to recover; ordinary refunds apply. Upgrades, priority changes and boss defeat do not cure confusion.S / St / F: 68 / 80 / 92% |
| Pitt | S9 W25 | 65,733.7 | 6,766.7 ×0.66 | 27.2 | 14 | A three-headed house hound running the casino floor. He eats towers, returns the investment, and leaves rebuilding to the customer. House rules.Pitt snaps one tower in any of the 8 neighboring cells, including diagonals. Every invested credit and crystal returns; rebuild manually on the intact Circuit. Control delays his shared snap clock.S / St / F: 50 / 78 / 85% |
| INcinerate | S10 W25 | 181,250 | 22,500 ×0.66 | 32.4 | 15 | A living flame with lectures about perfect play. His furnace hospitality includes refunded upgrades and permanently unavailable seating.INcinerate scorches all eight neighboring squares. Towers lose one stage every 3 seconds with full returns; scorched squares stay closed this level. Stun and fear delay new ignition.S / St / F: 62 / 76 / 95% |
| Agent911 | S11 W30 | 99,616.1 | 10,485.9 ×0.60 | 35.6 | 15 | A covert spy car with a very quiet radio. Your weapons may be off duty before anyone realizes there was a staffing announcement.Agent911 infiltrates up to 3 random weapons, regardless of price. Recharge: 10s; weapons stay offline until he leaves. Watch for stopped firing, then inspect. Wait for recovery, or sell at the normal 60% return and pay to rebuild; upgrades do not cleanse.S / St / F: 58 / 72 / 92% |
| Katan | S12 W30 | 86,771.4 | 8,208.1 ×0.62 | 39.4 | 15 | A floating sword with a sash, statistical confidence, and a clanmate grievance. Your tower placement has been reviewed. It is moving.Katan chooses one tower within 3 squares, including diagonals, then winds up for 0.4s. Push moves it up to 3 squares outward onto a free Circuit; its upgrades and investment stay. No legal landing: 5s weapons offline, with passive support, income and healing intact. Recharge: 6s. Tunnel Towers stay anchored.S / St / F: 68 / 80 / 92% |
| Zileas | S13 W30 | 701,069.6 | 53,206.2 ×0.64 | 63.8 | 15 | A floating balance scale presiding over a suspiciously uneven opening. Fairness arrives in twelve seconds. Please survive until then.Zileas opens with player damage at 50% and enemy durability at 150%. Both normalize over 12 active seconds; survive the opening disadvantage.S / St / F: 72 / 74 / 96% |
| Everlast | S14 W30 | 798,482.5 | 99,810.3 ×0.54 | 62.4 | 17 | An ancient evergreen keeping an old watch. Near defeat, he retreats and recovers—because apparently this tree has a return policy.At20% hull, a ready Everlast retreats up to3 visited cells and adds20% maximum hull and25% shield capacity. Recharge takes10 active seconds; lethal hits win. Keep fire on his new position.S / St / F: 70 / 82 / 100% |
| King Vector | S15 W30 | 1,385,800 | 178,638.3 ×0.50 | 66.7 | 18 | A floating crown with plans for a three-dimensional empire. His Midas Touch turns working defenses into useless gold: excellent décor, terrible security.Midas Touch turns three random placed towers into inert, unsellable gold. A short warning allows sale before conversion. Gold keeps its cell and cannot upgrade, move or provide support. Retry/Resume restores the saved prewave build.S / St / F: 76 / 86 / 100% |
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.
| Enemy | First | Hull | Shield / mult. | Speed | Core damage | Threat intel |
|---|---|---|---|---|---|---|
| Nibble Node | S1 W5 | 1,970.6 | 147.8 ×0.72 | 42.9 | 5 | Nibble 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% |
| Bytefang | S1 W10 | 6,560.6 | 492 ×0.72 | 41.3 | 5 | Bytefang 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 Circuit | S1 W15 | 15,422.4 | 1,156.7 ×0.72 | 39.7 | 6 | Chomp 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 Corsair | S2 W5 | 6,485.9 | 828.7 ×0.62 | 43.9 | 5 | Copper 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 Wraith | S2 W10 | 23,067.9 | 2,947.6 ×0.62 | 42.3 | 6 | Rivet 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 Diva | S3 W5 | 6,042 | 346.2 ×0.75 | 43.2 | 5 | Droplet 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 Glitch | S3 W10 | 29,154.8 | 1,670.3 ×0.75 | 41.6 | 6 | Gel 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 Oracle | S3 W15 | 83,364.6 | 4,776.1 ×0.75 | 40.0 | 7 | Ooze 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 Hex | S4 W5 | 4,127.1 | 337.7 ×0.68 | 50.9 | 6 | Splinter 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 Spook | S4 W10 | 17,450.3 | 1,427.8 ×0.68 | 49.0 | 7 | Prism 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% |
| Shardgeist | S4 W15 | 55,085.7 | 4,507 ×0.68 | 47.1 | 8 | Shardgeist 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-AM | S5 W5 | 7,144.2 | 803.7 ×0.70 | 61.6 | 7 | Sampler-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-Might | S5 W10 | 36,288 | 4,082.4 ×0.70 | 59.3 | 8 | Mix-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-Can | S5 W15 | 106,564.2 | 11,988.5 ×0.70 | 57.0 | 9 | Combo-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% |
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.
| Enemy | First | Hull | Shield / mult. | Speed | Core damage | Threat intel |
|---|---|---|---|---|---|---|
| Seed Ripper | S6 W5 | 1,654.6 | 197.4 ×0.66 | 49.4 | 6 | Seed 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 Hex | S6 W10 | 24,591.2 | 2,934.2 ×0.66 | 47.6 | 7 | Furrow 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 Reaper | S6 W15 | 121,380.6 | 14,482.9 ×0.66 | 45.8 | 8 | Orchard 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 Harvester | S6 W20 | 134,867.4 | 16,092.1 ×0.66 | 43.9 | 9 | Void 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 Shard | S7 W5 | 535.5 | 60.9 ×0.62 | 38.3 | 6 | Rime 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 Needle | S7 W10 | 6,391.1 | 726.3 ×0.62 | 36.9 | 7 | Frost 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 Chip | S7 W15 | 7,190 | 817 ×0.62 | 35.5 | 8 | Sleet 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 Crystal | S7 W20 | 7,988.9 | 907.8 ×0.62 | 34.0 | 9 | Black-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 Seldon | S7 W24 | 8,000 | — | 34.0 | 8 | Harry 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 Knight | S8 W5 | 650.7 | 85.2 ×0.58 | 42.8 | 6 | Shade-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 Rook | S8 W10 | 4,236.5 | 554.8 ×0.58 | 41.2 | 7 | Gloomshield 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 Bishop | S8 W15 | 13,171.8 | 1,724.9 ×0.58 | 39.6 | 8 | Eclipse 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 Queen | S8 W20 | 14,635.3 | 1,916.5 ×0.58 | 38.0 | 9 | Nightbanner 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% |
| Dimple | S9 W5 | 374.1 | 38.5 ×0.66 | 36.8 | 7 | Casino 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% |
| Craterjaw | S9 W10 | 5,219.2 | 537.3 ×0.66 | 35.4 | 8 | Floor 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% |
| Sinkcoil | S9 W15 | 5,871.6 | 604.4 ×0.66 | 34.1 | 9 | Casino 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 Core | S9 W20 | 6,523.9 | 671.6 ×0.66 | 32.7 | 10 | Floor 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% |
| Sparkbite | S10 W5 | 1,544.4 | 222.4 ×0.66 | 43.7 | 7 | Sparkbite 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 Lock | S10 W10 | 18,434.5 | 2,654.9 ×0.66 | 42.1 | 8 | Cinder 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% |
| Flashover | S10 W15 | 20,738.9 | 2,986.7 ×0.66 | 40.5 | 9 | Flashover 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 Vector | S10 W20 | 23,043.2 | 3,318.6 ×0.66 | 38.9 | 11 | Pyre 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% |
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.
| Enemy | First | Hull | Shield / mult. | Speed | Core damage | Threat intel |
|---|---|---|---|---|---|---|
| Patrol-5 | S11 W5 | 541.4 | 57 ×0.60 | 48.0 | 7 | Patrol-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-10 | S11 W10 | 7,918.9 | 833.6 ×0.60 | 46.3 | 8 | Code 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-15 | S11 W15 | 48,130.5 | 5,066.4 ×0.60 | 44.5 | 9 | Siren-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-20 | S11 W20 | 53,478.3 | 5,629.3 ×0.60 | 42.7 | 11 | Interceptor-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-25 | S11 W25 | 58,826.2 | 6,192.2 ×0.60 | 40.9 | 12 | First 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-5 | S12 W5 | 1,038.1 | 98.2 ×0.62 | 53.1 | 7 | Tanto-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-10 | S12 W10 | 10,621.8 | 1,004.8 ×0.62 | 51.2 | 8 | Wakizashi-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-15 | S12 W15 | 73,197.8 | 6,924.1 ×0.62 | 49.2 | 9 | Edge-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-20 | S12 W20 | 81,330.9 | 7,693.5 ×0.62 | 47.2 | 11 | Crosscut-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-25 | S12 W25 | 92,659.1 | 8,765.1 ×0.62 | 45.3 | 12 | Fourfold 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% |
| Tickshift | S13 W5 | 5,594.5 | 495.3 ×0.64 | 86.1 | 7 | Every 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% |
| Secondhand | S13 W10 | 55,321 | 4,898.2 ×0.64 | 82.9 | 8 | Secondhand 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% |
| Looplock | S13 W15 | 282,823.1 | 25,041.6 ×0.64 | 79.7 | 9 | Looplock 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 Node | S13 W20 | 343,577.7 | 30,420.9 ×0.64 | 76.5 | 11 | Rewind 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 Gear | S13 W25 | 345,672.6 | 30,606.4 ×0.64 | 73.3 | 12 | Paradox 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 Bud | S14 W5 | 5,984.1 | 748 ×0.54 | 84.3 | 8 | Breaking 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% |
| Gatekeeper | S14 W10 | 107,635.3 | 13,454.4 ×0.54 | 81.2 | 9 | Gatekeeper 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 Coil | S14 W15 | 359,282 | 44,910.2 ×0.54 | 78.1 | 11 | Ward 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 Seed | S14 W20 | 420,212.9 | 52,526.6 ×0.54 | 74.9 | 12 | Bastion 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 Relay | S14 W25 | 439,122.4 | 54,890.3 ×0.54 | 71.8 | 13 | Immortal 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 Vector | S15 W5 | 7,676.8 | 1,319.4 ×0.50 | 90.0 | 9 | The 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 Duke | S15 W10 | 83,191.7 | 14,298.6 ×0.50 | 86.7 | 10 | Red 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 Shard | S15 W15 | 471,744 | 81,081 ×0.50 | 83.4 | 11 | Crown 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 Cube | S15 W20 | 524,160 | 90,090 ×0.50 | 80.0 | 13 | Regent 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 Apparent | S15 W25 | 576,576 | 99,099 ×0.50 | 76.7 | 14 | Heir 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% |
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.
| Enemy | First | Hull | Shield / mult. | Speed | Core damage | Threat intel |
|---|---|---|---|---|---|---|
| Opening Act | Tay Tay W5 | 1,008.6 | 132.1 ×0.58 | 46.2 | 6 | Concert checkpoint object. Keeps its own endurance and movement; no crowd-gathering or tower-confusion ability.S / St / F: 51 / 59 / 78% |
| Heartbreak Bridge | Tay Tay W10 | 6,566.6 | 859.9 ×0.58 | 44.5 | 7 | Concert checkpoint object. Keeps its own endurance and movement; no crowd-gathering or tower-confusion ability.S / St / F: 53 / 61 / 81% |
| Glitter Refrain | Tay Tay W15 | 20,416.2 | 2,673.6 ×0.58 | 42.8 | 8 | Concert checkpoint object. Keeps its own endurance and movement; no crowd-gathering or tower-confusion ability.S / St / F: 55 / 63 / 84% |
| Final Encore | Tay Tay W20 | 22,684.7 | 2,970.6 ×0.58 | 41.1 | 9 | Concert checkpoint object. Keeps its own endurance and movement; no crowd-gathering or tower-confusion ability.S / St / F: 56 / 66 / 86% |
| Page Pretender | Lameking W5 | 1,764.8 | 166.9 ×0.62 | 58.4 | 7 | Counterfeit courtier: no confusion cast. Keep steady damage on its route.S / St / F: 56 / 66 / 75% |
| Duke of Nothing | Lameking W10 | 18,057 | 1,708.1 ×0.62 | 56.3 | 8 | Counterfeit courtier: no confusion cast. Keep steady damage on its route.S / St / F: 58 / 68 / 78% |
| Counterfeit Crown | Lameking W15 | 124,436.3 | 11,771 ×0.62 | 54.1 | 9 | Counterfeit courtier: no confusion cast. Keep steady damage on its route.S / St / F: 60 / 70 / 81% |
| Bogus Regent | Lameking W20 | 138,262.5 | 13,078.9 ×0.62 | 52.0 | 11 | Counterfeit courtier: no confusion cast. Keep steady damage on its route.S / St / F: 62 / 73 / 84% |
| Spare Heir | Lameking W25 | 157,520.5 | 14,900.6 ×0.62 | 49.8 | 12 | Counterfeit courtier: no confusion cast. Keep steady damage on its route.S / St / F: 64 / 75 / 86% |
Secret-sector spoilers. The Mooebius Pasture requires actual victories in all 15 campaign sectors and both optional challenges. Its flaming-cow checkpoints and final headliner use the active shared tower-curse system; each applied curse expires on its own timer.
| Enemy | First | Hull | Shield / mult. | Speed | Core damage | Threat intel |
|---|---|---|---|---|---|---|
| Holstein Hacker | Pasture W1 | 520 | — | 76.0 | 1 | Baseline flaming herd.S / St / F: 0 / 0 / 0% |
| Jersey Jolter | Pasture W2 | 396.8 | — | 115.0 | 1 | Fast pasture runner.S / St / F: 0 / 0 / 0% |
| Angus Anchor | Pasture W3 | 1,833 | — | 49.2 | 2 | Heavy pasture hull.S / St / F: 0 / 0 / 0% |
| Longhorn Lancer | Pasture W4 | 1,152 | — | 87.6 | 1 | Control-resistant longhorn.S / St / F: 42 / 38 / 0% |
| Andairyel, Maiden of Moo-nguish | Pasture W5 | 20,160 | 1,260 ×0.55 | 46.4 | 7 | An anxious flaming pasture cow. Even eternal torment apparently has deadlines.The four named cows share one cast per second, aimed at the nearest eligible tower. Each hit halves damage and acquisition range for its own five seconds. New hits never extend older stacks; fire rate is unchanged. Recovery is automatic.S / St / F: 62 / 70 / 100% |
| Guernsey Guardian | Pasture W6 | 1,278.4 | 1,115.2 ×0.56 | 67.6 | 1 | Shielded pasture guardian.S / St / F: 0 / 0 / 0% |
| Dairyel, Lord of No Whey | Pasture W10 | 57,200 | 5,980 ×0.55 | 43.8 | 8 | A broad blue furnace ox with a thoroughly unhelpful shield policy.The four named cows share one cast per second, aimed at the nearest eligible tower. Each hit halves damage and acquisition range for its own five seconds. New hits never extend older stacks; fire rate is unchanged. Recovery is automatic.S / St / F: 70 / 76 / 100% |
| Moophisto, Lord of Hay-tred | Pasture W15 | 167,400 | 18,290 ×0.55 | 44.9 | 10 | A disdainful violet pasture critic. Your defense has received one hay bale out of five.The four named cows share one cast per second, aimed at the nearest eligible tower. Each hit halves damage and acquisition range for its own five seconds. New hits never extend older stacks; fire rate is unchanged. Recovery is automatic.S / St / F: 74 / 82 / 100% |
| Udderly Diablo, Prime Ev-il | Pasture W20 | 469,000 | 53,600 ×0.48 | 45.5 | 14 | The fiery proprietor of the Mooebius Pasture. Management regrets nothing, especially the name.The four named cows share one cast per second, aimed at the nearest eligible tower. Each hit halves damage and acquisition range for its own five seconds. New hits never extend older stacks; fire rate is unchanged. Recovery is automatic.S / St / F: 80 / 88 / 100% |
STORY FILE // FLATLANDS EMERGENCY
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

WORLD PRIMER // THE DIMENSIONAL QUESTION
Four truths explain the conflict beneath the towers, boss fights, and deeply irresponsible geometry.
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.
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.
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.
The Bastion does not oppose dimensional research. It opposes a ruler spending two realities to force a crossing. The conflict is about survival, consent, and whether recognizing a horizon makes anyone its owner.
CROWNPRESS INTELLIGENCE // ADAPTIVE EQUATION
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.
Specialized pressure forces a new decision.
Routes, towers, and timing reveal a solution.
The escape equation gains another condition.
EVERY DEFENSE CAN BECOME A LESSON BUILD ONE IT CANNOT SOLVE
CAMPAIGN ARC // THREE ACTS
The color changes because the plan changes. Each act moves the Court closer to converting a dangerous theory into a working breach.
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.
Void scars stop being side effects and become tools. Gravity, fracture, darkness, and fire push the Plane toward a direction it cannot safely hold.
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 commanders advise from behind the battle line. The Grid Architect—you—makes the irreversible placement decisions.

TACTICAL

GEOMETRY

ENGINEERING

FINANCE
Keep every reactor connected, make legal routes hostile to the Court, and prove adaptation does not require surrendering identity.
King Vector treats every lieutenant, route, and life as material to optimize for his ascent.
The Bastion accepts that 3D may exist. It rejects one ruler’s claim to destroy the present because he believes he owns the future.

CREATED BY SAM DEMULLING // HILL FARM INTERACTIVE, LLC
ABOUT THE CREATOR // SAM DEMULLING
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.
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 ↗As a senior engineer, Sam worked on online multiplayer for the AAA strategy game Supreme Commander and its standalone expansion, Supreme Commander: Forged Alliance.
Supreme Commander credits ↗ Forged Alliance credits ↗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 ↗Sam and Tara Demulling founded a 12-acre Snohomish homestead in 2019. Jersey cows, Mini Nubian goats, and a farm stand make the “House on the Hill” name reassuringly literal.
Visit the actual farm ↗
CURRENT STATUS // IN ACTIVE DEVELOPMENT
Vector Bastion is a playable 15-sector neon tower defense campaign currently being refined for balance, readability, and mobile play.
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