Build, upgrade, and unleash 5 high‑tech turrets in the ultimate idle turret‑defense challenge!
Crush endless waves, upgrade your gear, and defeat colossal bosses every 5 waves—all in a sleek, modern battlefield optimized for every device.

⚔️ Key Features
• Five Distinct Turrets—hundreds of upgrade paths
Machine Gun – rapid‑fire crit machine for consistent DPS
Shotgun – close‑range burst that shreds clustered foes
Sniper – piercing single shots that delete high-hp targets
Missile Launcher – explosive splash to clear entire lanes
Laser – continuous beam that slows enemies while melting HP

• Idle + Clicker Hybrid
Turrets auto‑fire 24/7; tap the screen to overclock their rate when you’re active for that extra burst of damage.

• Boss Every 5 Waves
Brace for towering enemies with massive HP pools that test your build and pay out heaps of cash when defeated.

• Fair Progression
Predictable enemy scaling lets you plan upgrades instead of hitting paywalls. Strategy, not luck, drives success.

• Modern Minimalist Visuals
Crisp geometric art keeps the action readable and the frame rate high—even on older phones.

Updated 1 day ago
StatusPrototype
PlatformsHTML5
Rating
Rated 4.0 out of 5 stars
(5 total ratings)
AuthorsBeorgames, Bossen
GenreAction, Shooter
Made withUnity
Tags2D, Clicker, Idle, Singleplayer, Tower Defense, Unity
Average sessionA few minutes
LanguagesEnglish
InputsMouse

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Development log

Comments

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(+1)

any chance of allowing us to export saves? i clear cookies after each session so i won't be able to continue for too much longer. other than that it's pretty fun!

Hey thanks for playing! 

It's on the plans, but we'rte focusing on balancing now, so it might take a while

(+1)

It does'nt save, every time the site reloads i have to start from the begining

Sorry about that! We just fixed this issue and we'll upload a new version soon

triangles really fuck up the targeting man

You mean they get picked first all the time? You can change the target from Closest to Strongest or Random, and by switching targets the turret should fetch a new target instantly.
The idea of having them there is really to mess up a little :P 

No, the tirangles never get picked until they're destroying my base resulting in it being impossible to heal

Oh, weird, we'll investigate that. Thanks for reporting

They don't switch targets once they've started attacking something which leads to the knockback upgrade not being that useful since they just let triangles go through and then that's it

Target priorities definitely don't work correctly. I have one gun on strongest and the other on closest and they shoot the same target almost 100% of the time.

Thanks for reporting, we'll double check that logic :D

(+1)

Excellent idle game.

♥️ thansk a lot

(+1)

Hi, you have a nice base here, simple and to the point. Here my feedbacks:

Couple UI fix IMO:

  1. Make the Spd + button clickable, you point an arrow to it but it does nothing.
  2. Make a different icon for the turrets upgrades page and the basic turret page. Kinda dumb from me, but I though I should've two basic turrets since there was two basic turret icons.
  3. Also I am not sure about the layout of the upgrade page/tab icons. You have one "tab" for the wall upgrades and one "tab" for turrets upgrades, but every turrets then have a "page" for their upgrades. If you plan to have different kind of wall page upgrades, you should distinguish "tab" and "pages". Either group them like [ A | B ] [ 1 | 2 | 3 | 4 | 5 ] or separate them like [ A ][ B ] | [ 1 ][ 2 ][ 3 ][ 4 ][ 5 ]. If you don't plan to have wall page upgrades, you could just put them all at the same level and remove the distinction between wall & turrets: [ A ][ 1 ] [ 2 ][ 3 ][ 4 ][ 5 ].

About Gameplay:

  • The "closest" and "random" target is nerfed by not reseting the target after each shot, if at some point the strongest enemy becomes the target it doesn't let go. I don't know if its by choice, but it removes some of the agenda players have.
  • I think the Shotgun firerate shouldn't scale as fast as the Machin gun. Maybe it shouldn't even scale since pellet count is also a firerate upgrade in a way. You could replace it by effective range.
  • In your game, wall upgrades are irrelevant because the best damage mitigation is simply to clean the field before enemies touch the wall. Whatever money spent in wall upgrade is money that doesn't progress the waves and that would be lost by any power creep. With enemies making only 1 damage, 20hp is already really forgiving and with 1 upgrade in repair, we fall in the dps race kind of defense, and the turret are wining. You could start with 1 hp and set one-of or fast capped upgrades like max +2 hp, max 1 Regen per wave, 1 screen clear per reset (or any damage buff mechanic), temporary immunity...

Gameplay additions:

  1. One way tower defense idle games usually balances themselves
    is by letting the player upgrade the enemies. Like making them harder to kill but giving out more money. (they should be able to cancel them to not softlock themselves)
  2. One way to nerf damage output is to makes it irrelevant from time to time. For instance by giving Hearthstone style "divine shield".
  3. Your Spd+ meter is a good idea you could exploit on multiple axis: You could have upgrade for it, turret upgrades that only scale with it, or choice between different meters payoff (like an temporary overdrive that put the meter in cooldown)

I believe you have a difficult framework to work with here: Player agency is mostly comprised of upgrading firepower. And your leverage of balancing the game is enemies stats and costs. Meaning the balance is pure maths. Which won't really be fun for you nor for your players.

Of course maths are important in idle games, big numbers go big, one number goes many numbers. That's the juice.

Yes, you could start by making enemies a lot harder to kill or output enemies faster, since you don't really lose anything by dying except time. Unless you want a good player to "win" from a fresh save without reset.

But I think you should also find a couple other avenues for player agenda.  You could have double edged upgrades for enemies. You could dig deeper into the idea of idle runs for money gathering and active runs to reach higher waves. You could add walls or zones at different level of the screen with other effects and cooldowns. 

Good luck and congratulation.
 

Wow! Such an amazing feedback!! Thanks a lot :O 

We're currently working on system to allow players switching the turrets, to make unlocking turrets and slots two separate things. We hope that this will give players a bit more chance to customize the game to their style :D 

I'll add your feedback to our pipeline, thanks again!

(+1)

Nice game, loved the graphics, enemies too slow on lvl 50, maybe increase more their life? congrats

Thanks a lot :D 
We're working on balancing, and hope to make an update soon!

(+1)

got past lvl 100 and then it got boring and tiresome. Enemies are too slow then, there was no challenge anymore. There is also too little variation in the enemy types

Thanks! WE're working on adding more content and variety :D

What is this strange tongue appearing on screen?

The language of bugs! 🤣


That wasn't supposed to appear like that, it seems there was a problem with the tutorial

Speed boost gets locked when making a purchase

Thanks for the feedback! 

(1 edit) (+3)

I got to Wave 47, then the game simply stopped spawning enemies. The balancing up to that point was way way too lax as well. The rate at which you gain more income outpaces the scaling of enemies by a lot. Especially the crit damage% scaling on the base tower makes bosses completely trivial, since that stat is incredibly cheap for being a multiplicative modifier.

Thanks a lot for the feedback! 
We're working a lot on the balance, as we know it's quite broken now :P 

There's a longer feedback form in the game, we'd really appreciate if you could take the time to check that :D 


Cheers,