Tower Definity
Hold the line. Five hundred waves.
Select Map
Credits150¢
Base HP20
Wave0
⏱ Run Time0m 00s
Score0
v5.19.2

Honortorium

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struck from kills & salutes

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🧙 Wandering Merchant

Buy now — closing this shop is final. Then kill him for a Space Die 🎲 before he escapes!

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Version: 5.19.2

Getting Started

Tower Definity is a space-themed tower defense game. Enemies walk a path from the entry point to your base. Your job is to stop them before they get there. Each enemy that reaches your base costs you 1 HP (bosses cost half your current HP).

The Loop

1. Build — Buy towers and place them on empty non-path tiles. Towers shoot automatically.
2. Augment — Place augments on tiles adjacent to towers for passive bonuses.
3. Launch — Hit ▶ LAUNCH WAVE when ready. Enemies begin spawning.
4. Earn — Killing enemies earns credits. Clear the wave for a bonus payout.
5. Upgrade — Click a tower to upgrade it. More kills = more upgrade currency.

Credits

Credits (¢) are your currency. You start with 150¢ and earn more from kills and wave-clear bonuses. Credits scale up each wave. Spend them on towers, augments, path hazards, and Black Market items.

Clicking Enemies

You can click directly on enemies during a wave to deal click damage. Unlock Conqueror Click Effects to add powerful bonuses to each click — fire, frost, shock, explosions, and more.

Bosses

Every 5th wave is a Boss Wave. Bosses have their own mutations, bring escort minions from wave 15+, and are a serious HP wall. They enter with a brief spawn shield, then trigger two phase-shield immunity windows (at 66% and 33% HP) — a white ring and "IMMUNE" label appear and no damage goes through. Bosses also heavily resist % HP true damage, so you can't just melt them with Mass Drivers — bring real flat DPS. Plan around the phases.

Zoom & Pan

Use the mouse wheel to zoom in/out (40%–250%). Keyboard: + to zoom in, - to zoom out, 0 to reset. Right-click or middle-click drag to pan. The ↺ button in the bottom-right corner resets zoom.

Leaderboard

After each run (wave 5+, no dev commands), you’ll be prompted to submit your score to the Global Leaderboard. Only your personal best is kept. Click 🏆 Leaderboard in the top bar to view rankings anytime. Use the Current tab for the live balance era, the version dropdown to see any past version’s scores, All-time for everything, and ✦ Cosmic Champions for hand-picked milestone achievements.

💡 Tip: Towers automatically aim at the enemy furthest along the path. Place towers in bottlenecks or curves for maximum coverage.

Inventory

Enemies occasionally drop weapons, augments, and space junk. These go to your Inventory panel at the bottom of the screen. Click an item to select it, then click a valid tile to place it for free. Identical items stack into one row with a ×N count. Junk items can only be sold for credits.

Supercharged Tiles ✦

Some tiles are randomly marked with a ✦ diamond — these are Supercharged. Any tower or augment placed on one deals ×2 damage. Plan your layout around them.

⚠ The SAM Tower occupies 2 tiles. It only gets the ×2 bonus if BOTH tiles are Supercharged.

Weapons & Augments

Weapons

Laser Cannon75¢
Fast single-target. Best general-purpose early tower. High fire rate compensates for moderate damage.
Plasma Blaster120¢
Pierces through enemies and applies a burn DoT (0.3% HP/s for 3s) on every hit. Differentiated from Laser by its pierce and burn — great against packed groups.
Ion Burst130¢
Wide AoE radius. Damages all enemies within range on each shot. Best in tight corridors.
Cryo Ray100¢
Slows enemies by 55%. Weak damage alone but makes other towers devastating. Pair with high-damage weapons.
Nova Cannon160¢
Massive burst AoE damage. Slow fire rate but enormous per-shot damage. Late-game powerhouse.
SAM Tower250¢
2-cell quad-barrel missile launcher. While placing, press R to rotate it in real time (← → ↑ ↓), then click to place. Fires homing AoE missiles. Both cells must be Supercharged for the ×2 bonus.
Mass DriverAscension
2×2 electromagnetic rail cannon. Fires every 4s dealing 5% current HP as true damage (bypasses all defenses). All 4 cells Supercharged = 8% HP. Weaponator boosts it up to ×1.5 (Gold). Unlocked via the Ascension skill tree.
Black Hole Gunspecial
A two-step tower: place it, then aim its gravity well at a point on the path. The well pulls enemies together (bosses strongly resist) and deals light damage over time. Re-aim any time from its info panel. Note: an enemy held for 10 cumulative seconds breaks free — it becomes Anchored and ignores the pull for good, so trap and kill quickly.

Upgrading Towers

Click a tower to open its info panel. Towers level up automatically from kills, or you can spend credits to upgrade manually. Max level is 10 (or 20 with Turret Capacitor). At max level a tower can Prestige — resetting to level 1 but keeping a permanent bonus.

Augments

Augments are placed on tiles adjacent (including diagonal) to a tower. A tower benefits from the 3 nearest augments in range — extras are shown as OFF (greyed out) and act as reserves. Remove an active aug to activate a reserve. Augments on Supercharged tiles give double their bonus.

💡 The Ascended AugMentor (Ascension → APEX, beside the Ascended Weaponator) ascends a Gold augment through three tiers, each granting a different thing rather than a bigger number. I · Extend — reach 2 cells, so one augment serves 24 tiles instead of 8. II · Broadcast — it buffs every host in range without taking one of their 3 slots, so it stops crowding out its neighbours. III · Anchor — reach 3, and every host in range may run a 4th augment. Tiers I and II buy back tiles; only Anchor raises a tower's ceiling.
Range Lens60¢
+20% range. Helps towers cover more of the path.
Pulse Drive70¢
+25% fire rate. One of the most efficient augments per credit.
Power Core80¢
+20% damage. Simple and effective.
Inferno Coil90¢
Adds burn damage over 1 second per hit. Stacks well with fast-firing towers.
Cryo Shard80¢
Adds a slow effect to any tower. Great on Nova or Plasma.
Acid Vial100¢
Each hit stacks +15% incoming damage on the target (up to ×4). Fades slowly between hits. A green tint on the HP bar shows the current stack — watch for the ×N label at high buildup. Best on fast-firing towers.
Arc Relay110¢
Shots arc to additional targets after the primary hit. Each stack adds +1 arc (up to 5 total). Each arc deals 15% less than the previous. Best on Laser or Plasma aimed at packed groups — useless on AoE towers that already hit everything.
💡 Enemy Immunity Shields appear from wave 5 onward. A colored shield means the enemy is completely immune to that weapon type. Switch to a different tower or use augments to cover the gap.

Path Hazards

Path hazards are placed directly on path tiles. Enemies walk over or through them. Unlike towers, hazards don't aim — they passively affect everything that passes.

Spike Trap35¢
Damages and slows passing enemies. 6 dmg per tick, 35% slow for 1.2s. Best early-game hazard.
Ooze Trap50¢
Heavy slow (55% for 2s), no damage. Stack with Spike Traps — slowed enemies take more hits.
Tesla Coil160¢
Blocks the path — forces enemies to reroute. Arcs lightning to nearby enemies. Can't be placed if it would seal the path entirely.
Laser Trap225¢
Emits a continuous beam across the corridor. 14 dmg every 0.3s. While placing, press R to rotate the beam (left / right / up / down), then click to place. Excellent in long straight corridors.
Arc Gate500¢
Two emitter pylons that straddle a narrow path crossing with a static energy wall between them. Click a buildable tile beside the path and it spans straight across to the tile on the far side (narrow crossings only — up to 2 cells). Enemies crossing take max(22, 1.2% HP) four times a second — stronger than the Laser Trap. Bosses take half the %; super bosses take flat damage only. Does not accept augments.
💡 Tesla Coils and Laser Traps accept augments placed diagonally adjacent to them. Tesla accepts Range, Speed, Damage, Chain, and Shield augments. Laser Trap accepts Damage and Speed only. The Arc Gate accepts no augments.
⚠ Ghosts mutation enemies ignore all path hazards — they walk straight through.

Conqueror System

The Conqueror system is your persistent meta-progression — it carries over between runs. The XP bar at the top of the screen fills as you earn credits from kills. Each level gives you Skill Points (SP) to spend.

Conqueror is designed to reach full completion right around wave 100 — the same wave Ascension unlocks. Think of it as your mid-game progression: click effects and persistent upgrades come online steadily, then Ascension takes over for the late game.

Click Effects — spend SP to unlock and level up

Click Effects trigger when you click directly on an enemy. Each effect has 10 levels (1 SP per level for 1-5, 2 SP for 6-10).

🔥Cinder Touch
Click deals fire damage plus a brief burn DoT.
Glacial Tap
Click deals cold damage and slows the target.
Static Jolt
Click deals shock damage and may arc to a nearby enemy.
Toxin Dart
Applies a stacking poison DoT that builds over multiple clicks.
💰Midas Strike
Killing blows from clicks grant bonus credits.
👁Fortune's Eye
Increases drop chance from all kills.
💥Explosive Grasp
Click triggers a small explosion damaging all nearby enemies.
EMP Blast
Small chance to fully power down a robot for 5 seconds — stops it cold. Bosses resist it: regular bosses only briefly stagger (1s), and super bosses are immune.
Executioner's Justice
Clicks deal bonus damage to enemies below 20% HP — finish off weakened foes fast.

Persistent Effects — one-time unlocks (wave-gated)

These are gated by the highest wave you reach: Mid Game upgrades unlock at wave 25, Mid-Late at wave 40, and Late Game at wave 60. Reaching a gate in any run unlocks that tier permanently.

🛒Shop Keeper's Assistant5 SP
Toggleable Auto-Sell — dropped items sell instantly at 50% value. Available from start.
🧲Vacuumantor8 SP
Auto-picks up all drops — no need to click them. Wave 25.
Automatic Waves12 SP
Toggleable — automatically launches the next wave after a 3-second pause. Wave 25.
🔨Engineering Hammer15 SP
Toggleable auto-upgrade. When on, every tower is continuously kept at max level as credits allow. Adds "Upgrade to Max" button in tower info. Wave 25.
🔋Turret Capacitor20 SP
Extends max tower level to 20 and unlocks the Weaponator. Note: on capped towers very high levels give less benefit — the wave-scaling damage cap absorbs some of it. Uncapped towers (Overcharge Core / Ascension) get the full value. Wave 40.
💨Second-Hand Smoke25 SP
Enemies explode on death — 12% of max HP splashes to all enemies within 2 cells. Does not chain. Wave 60.
💰Boon of the Hoarder8→36 SP
+6% credit income per stack, up to 8 stacks (+48%). Each stack costs more SP. Wave 60.
Salvage Protocol10 SP
Doubles health-canister salvage — unused Base HP converts at 100¢/point instead of 50¢. Wave 25.
🗺Battle Cartographer18 SP
Adds a live threat readout to the wave strip — total incoming enemy HP and the toughest enemy on the field. Wave 60.

Conqueror+ — post-Ascension acceleration (wave-gated)

Once you reach Ascension (wave 100), a third tab — 🌀 Conqueror+ — appears in the Conqueror panel. Its 12 boons help you race back to wave 100 on future runs without the early grind. Each unlocks at a future wave milestone (115, 125, 135 … up to 225), so you earn the catch-up tools by pushing past 100. The Skill Points from a fully-maxed Conqueror are enough to buy the entire base tree and every Conqueror+ boon, with a little to spare.

🌀Entering a Worm HoleWave 115
Unlocks 6× and 8× game speed on top of the standard 5×.
💰Dividend CoreWave 125
A passive credit trickle — +8¢ every second, all run long.
🛡Reinforced HullWave 135
Start every run with +50% Base HP.
🌱Seed CapitalWave 145
Start every run with an extra +5,000¢.
📈Compound InterestWave 155
Each wave-clear pays +2% of your current bank (capped at 2,000¢).
Salvage SurgeWave 165
Enemies killed on waves 1–30 drop double credits — fades before the hard part.
🗼Pre-Fab DefensesWave 175
Start every run with 3 free Laser Cannons placed near the entrance.
Instant MomentumWave 185
Begin every run at wave 10 with starting credits scaled to match.
Auto-Pilot OpeningWave 195
The first 10 waves auto-launch hands-free when a run begins.
🚀Warp StartWave 205
Begin every run at wave 20 (stacks with Instant Momentum) with scaled credits.
💎Shard CacheWave 215
Receive +25 Ascension shards the moment you reach wave 100.
🕳Event HorizonWave 225
A button (every 10 waves) that skips the next 5 waves and pays out all the credits they'd have dropped.
💡 Conqueror+ is leaderboard-friendly — these boons are meant to encourage replay, not to taint your score.

Black Market

The Black Market offers powerful permanent upgrades for large credit investments. These are the primary credits sink in the late game.

AugMentor55,000¢
Upgrades an augment through Bronze → Silver → Gold tiers, multiplying its effect by ×1.5, ×2.0, ×2.5. Gold damage augs also add % HP bonus to each shot. Click AugMentor then click an augment tile.
🔧Weaponator150,000¢
Upgrades a tower through Bronze → Silver → Gold tiers, multiplying its flat damage ×1.5 / ×2.0 / ×2.5. Requires Turret Capacitor unlock. Click Weaponator then click a tower.
Supercharge Tile100,000¢
Click any empty non-path tile to permanently convert it to a ×2 Supercharged power node for this run.
Atomic Nuke500,000¢
Instantly damages all enemies on screen. Those below 25% HP die; others are reduced to 25% HP. One use per purchase.
🐔Dr. Voll's Curse666,666¢
Place on path — enemies that walk over it transform into confused chickens for 3s, wandering randomly off-route. While chickened, enemies take ×3 damage. Bosses get 1.5s. 5s cooldown per enemy. The ultimate kill-zone amplifier.
Overcharge Core1,000,000¢
The priciest permanent item. Permanently removes the damage cap on one tower so it scales indefinitely. The base cap rises with wave (from ×8), but removing it entirely still gives the biggest late-game scaling — the bridge toward Ascension. Click it, then click a tower.
💡 Guns deal FLAT damage and the damage cap rises with wave (from ×8 at wave 50 toward ~×22 at wave 100). To scale past it in the deep late game, uncap a tower with the Overcharge Core or convert guns to % HP damage with the Ascended Weaponator in the Ascension system.

Cosmic Events

Starting from wave 5, there is a 40% chance each non-boss wave triggers a Cosmic Event — a space phenomenon for that wave — a helpful boost on the normal maps, but on Expert maps and the Labyrinth it can also be a harmful Severe storm (see below). A banner announces it, and a badge stays visible during the wave.

COMMON Frequent boosts. UNCOMMON Stronger effects, wave 15+. RARE Powerful events, wave 30+.

Common Events

Uncommon Events

Rare Events

⚠ Severe Events (Expert maps + Labyrinth only)

Harmful storms that only strike on Expert maps and the Labyrinth (wave 10+). Survive one for a score bonus — or force one on demand with the Aetherium's Severe Anomaly.

Round Mutators

From wave 30 onward, non-boss enemies can spawn with random mutators shown as icons above their HP bar. More mutators stack at higher waves: 1 at wave 30, 2 at wave 60, 3 at wave 100. Bosses roll their own scaled mutators from wave 10.

During a Mutation Cascade cosmic event, all enemies in that wave have at least one mutator.

Defensive

Offensive

Tactical

Exotic (wave 50+)

Ascension-Tier (wave 100+)

These appear once you're deep into the endgame. Ascendant mutators (wave 125+) are mechanic-based threats that can't be brute-forced with raw DPS — they start as under 5% of spawns and steadily take over the pool, eventually stacking two or three at once, and they appear on bosses too. Cosmic Brandisher is ultra-rare and carries a legendary reward.

The Wandering Merchant

Starting from wave 15, a Wandering Merchant 🧙 may appear on the path mid-wave. He walks slowly and is extremely tanky — roughly 8-10× a normal boss's HP at that wave tier.

What he does

When the merchant spawns, his shop panel opens automatically showing 4 items for sale. He stands still while you browse. Closing the shop is final — it cannot be reopened, and the moment it closes he starts walking for the exit.

💡 He is frozen while the shop is open, and clicks on him do nothing there — buy in peace. Close the shop and click him rapidly to burn him down for a Space Die before he escapes. Each click removes a fixed % of his max HP (tower fire ignores him — he's click-only), and more Conqueror click skills make it faster. Or close the shop and simply let him walk.

Space Die 🎲

Killing the merchant drops a Space Die. You can hold up to 3 dice at a time, shown in the top bar. In the merchant's shop, spend a die to reroll the entire stock — useful if none of the current 4 items interest you.

Shop Items

The merchant's stock is drawn from a weighted pool across 3 tiers. Items that apply to a specific tower are added to your Inventory — click the item, then click a tower to apply. Global items activate immediately on purchase.

Overclock Module75,000¢
+35% fire rate permanently to one tower — stacks up to 5×. Apply from inventory.
🔩Armour Piercer90,000¢
Tower ignores all enemy armour reduction. Apply from inventory.
📡Signal Jammer80,000¢
Scrambles enemy immunity shields for 3 waves. Global effect.
🔫Twin Barrel250,000¢
Tower fires twice per shot (both at 65% damage). Apply from inventory.
Chrono Shard200,000¢
All enemies slowed 30% for 3 waves. Global effect.
Resonance Core350,000¢
One Supercharged tile permanently gives ×3 instead of ×2. Apply to a tile.
Death Protocol600,000¢
Enemies dying near a tower permanently give it up to +20% damage. Global.
🔊Echo Chamber800,000¢
AoE towers (Ion, Nova, SAM) fire a second hit at 25% damage. Global.
Void Capacitor400,000¢
Removes the damage cap for one tower. Apply from inventory. Best used before Ascension unlocks — Singularity Core covers multiple towers for less cost post-wave 100.
💊Nano-Repair Kitscales
Restores 5 base HP instantly. Capped at 100 HP total. Cost scales with wave — 120,000¢ at wave 1, +8,000¢ per wave. Global effect.
💡 Forfeiting a wave deals HP damage from all remaining enemies AND costs 15% of your current credits. Don't forfeit lightly at high waves.

🎲 Cosmic Dice Mini-Game

When you have at least one Space Die, a 🎲 badge appears next to the Black Market heading in the sidebar. Click it to open the Cosmic Dice panel.

Each roll costs 1 Space Die. You and the Merchant each roll a die — roll higher to win. A tie is a loss. Win conditions:

Win → a random prize appears at the bottom of the Black Market outlined in bright purple. It stays there all run until you buy it. Re-rolling replaces it with a new prize.
Lose or Tie → nothing appears. Die is still spent.

The prize pool includes all standard merchant items plus 10 exclusive dice-only items that can't be obtained any other way:

🌀Pulsar Core
15% chance per shot to deal ×3 damage. Applied to one tower.
Dark Matter Flask
Voids all enemy armor, shields and immunities for 5 waves. Global.
💥Singularity Bomb
Next boss skips directly to phase 2 — no HP immunity window. Global.
🌫Nebula Shroud
Permanently slows all enemies an extra 20% for the rest of the run. Stacks with other slows. Global.
Solar Flare
Every shot triggers a 0.5-cell AoE fire burst on impact. Applied to one tower.
Void Echo
Fires a ghost copy of every shot at 40% damage with a 0.5s delay. Applied to one tower.
Warp Gate
The first time each non-boss enemy breaches the base, it's warped back to the path entry instead of dealing damage — a one-time reprieve per enemy. If the same enemy reaches the base a second time, it leaks normally. Global, permanent.
🔭Quasar Lens
+60% range and shots pierce through all enemies in a line at 70% damage. Applied to one tower.
Auric Forge
Instantly applies Gold Weaponator tier to one tower. Applied from inventory.
Warp Siphon
Each enemy kill has a 10% chance to drop +500¢ bonus credits. Stacks with Credit Surge. Global.
⚠ Merchant upgrades in your inventory CANNOT be sold — not manually, not by Auto-Sell. Apply them to a tower or they sit in inventory until used.

The Ascended Merchant

From wave 215, a second merchant begins to appear — rendered in solid gold, and unmistakable. He shows up at most three times in a run, on his own schedule, and he deals only in endgame hardware.

What he sells

Nine slots, rolled completely at random from a pool of 28 — duplicates and all. You never know what you'll get. His stock is Ascended weapons (every gun, at Ascended I, II or III) and Ascension structures: Mass Driver, Singularity Core, Void Rift Generator, Cascade Node, Temporal Anchor, the NanoBots and the Hand of God.

An Ascended weapon arrives finished — fully levelled, Gold Weaponator, already Ascended to its tier, and it lays down its own ×2 Supercharged tile when you place it. No assembly, no grind.

His prices

He charges in credits AND shards, from 5,000,000¢ + 1,000 shards for a Tier I weapon up to 15,000,000¢ + 3,000 shards for Tier III or the Hand of God. Ascending a weapon yourself costs 10M / 30M / 90M and escalates every time — so he is a huge discount on credits, bought with shards. If you have banked deep, he is the biggest swing in the game. Merchant discounts still apply to the credit half. His stock cannot be rerolled — no dice.

⚠ Unlike the Wandering Merchant, the Ascended Merchant is NOT click-only — every tower, hazard and splash can hurt him. He is also ten times tougher. Killing him is a real fight, not a race of clicks.
💡 He freezes the board while you browse, exactly like the Wandering Merchant. Kill him after closing the shop and he drops one more item from his own pool, free, plus 10,000,000¢ and a Space Die.

Ascension System

At wave 100, a Black Hole event fires and the Ascension System unlocks. The Conqueror bar splits in two — the right half becomes the Ascension bar. This is your late-game progression layer, separate from Conqueror and run-specific (resets each game).

Ascension Shards ◈

Shards are earned by damaging Chaotic and Ascendant enemies — the special high-value targets that appear from wave 100+. Ordinary enemies don't drop shards, so income is tied to hunting the glowing purple ones rather than clearing raw waves. Bosses and super bosses also drop shard caches, and every super boss is a guaranteed shard payday. Spend shards in the Ascension panel (click the ◈ button in the bar) alongside credits to unlock powerful items.

Skill Tree — Three Branches

Overload Conduit80 + 50k¢
Power Branch. +15% damage to ALL towers globally per stack. Stackable ×3 (+45% total). Cheapest and most impactful first purchase.
Singularity Core200 + 200k¢
Power Branch. Place on non-path tile. Removes the damage cap for all towers within 3 cells.
Void Rift Generator400 + 500k¢
Power Branch. Place ON path. Enemies passing through lose all armor, shields, immunities, and phase abilities — the ultimate defense stripper.
Temporal Anchor150 + 150k¢
Time Branch. Place on non-path tile. All enemies within 3 cells move at 50% speed — ignores mutations and berserker buffs.
▶▶Mass Driver180 + 100k¢
Time Branch. Unlocks the 2×2 Mass Driver tower in the sidebar. Fires every 4s dealing 5% current HP as true damage (8% if all 4 cells are Supercharged).
Paradox Bound240 + 180k¢
Time Branch. Enemies held in a black hole take escalating click damage the longer they stay contained — up to +200% after 5 seconds. A cyan time-dilation ring and live "+N%" tag show a captive's bonus. Pairs perfectly with the Black Hole Gun.
Neural Amplifier60 + 40k¢
Mastery Branch. +20% tower XP from kills per stack. Stackable ×5. Towers level up much faster — great early Ascension purchase.
Cascade Node220 + 120k¢
Mastery Branch. Place on non-path tile. When an enemy dies within 3 cells, it deals 10% current HP AoE to all nearby enemies. Stackable ×2.
Aegis Protocol140 + 80k¢
Mastery Branch. Tradeoff: lowers your Base HP cap to 75, but regenerates +6 Base HP after every wave. A renewable shield for skilled defenders who don't leak.

★ APEX Tab — Premium Per-Tower Tools

The APEX tab holds two premium upgrades, each with its own unlock card and per-tower apply buttons:

Apex Protocol1,000◈ + 5M¢
Permanent unlock. Enables FULL tower auto-upgrade (double-click the sidebar Auto-Upgrade TOWERS button). Also lets you manually apex any single tower for 100◈ + 500,000¢ — instantly Level 20, Gold Weaponator, Supercharged. Mass Driver excluded.
Apex Catalyst1,000◈ + 5M¢
The augment counterpart to Apex Protocol. Permanent unlock — enables FULL augment auto-upgrade (double-click the sidebar Auto-Upgrade AUGMENTS button). Also lets you manually catalyze any single augment for 250◈ + 250,000¢ — Gold AugMentor tier and a Supercharged (×2) tile.
Ascended Weaponator1000 + 20M¢
Unlock, then convert guns to deal % CURRENT HP per shot — the escape valve for the flat-damage wall. 3 tiers per gun: I (10M/1.5%), II (30M/2.5%), III (90M/4.0%). Body fills Bronze→Silver→Gold with a purple aura.

⟐ Ascension Arsenal (Sidebar)

Once you unlock Apex Protocol, Apex Catalyst, the Ascended Weaponator, or the Ascended AugMentor, they also appear in the Ascension Arsenal section of the sidebar as quick targeting-mode buttons — click the button, then click a tower (or augment, for Catalyst and the Ascended AugMentor) to apply. You can apply from the sidebar or the APEX tab grid.

◈ Aetherium — The Shard Store

Once nodes are bought, shards keep piling up — so the Aetherium tab lets you spend them on run-scoped boons: Emergency Repair (full heal, 150 — doubles each use), Severe Anomaly (force a Severe event, 120), Overload Surge (+50% tower damage next wave, 250 — doubles each use; has an auto-buy toggle), Summon Super Boss (risk/reward loot, 400 escalating), Second Wind (survive one lethal blow at 1 HP, 750doubles with each purchase, and cannot be bought during the Wave 500 Final Gauntlet), and a Space Die (900). Effects apply to the current run only.

⚡ Overcharge Core (Black Market Bridge)

Not part of the Ascension panel, but the bridge to it: the Overcharge Core (1,000,000¢, at the bottom of the Black Market) permanently removes the damage cap on one tower so it scales indefinitely. The base cap now rises with wave (from ×8), which softens the old flat-damage wall — but removing it entirely still gives the strongest late-game scaling, so grab one as you push toward your first Ascension.

💡 Ascension is designed to complement Conqueror — Conqueror completes at wave 100, Ascension begins. The two systems don't overlap. DEV command: type "sassquish" to unlock Ascension immediately for testing.
⚠ Ascension Shards normally reset every run — until you open the Legacy Vault at Wave 215 (see below), after which Ascension persists and a share of your shards and credits banks between runs.

🜲 The Legacy Vault & Ascension+

Reach Wave 215 with the Shard Cache unlocked and the Legacy Vault opens — the endgame meta. From that point on, Ascension stays unlocked permanently (no more re-earning it at wave 100), your purchased tree nodes persist across runs and reloads, and at the end of every run you bank 70% of your unspent shards and 25% of your credits into the Vault. The Vault is a persistent war chest that grows every time you play, and it funds the new Ascension+ tab.

A 🜲 Ascension+ button appears at the top of the Ascension panel once the Vault is active. Ascension+ holds twelve permanent upgrades, each gated behind a wave milestone (225 → 475) and paid for with Vault shards + credits. They're the tools built to push you toward the ultimate goal: beating Wave 500. They persist forever, so they're multi-run goals — you'll afford a few per deep run, not the whole tree at once.

💧Vault TapW225
Start each run with 8% of your banked Vault credits as seed money (capped at 5,000,000¢).
📈Compound CoreW235
+1 Ascension shard per boss kill, permanently. Also removes the 3-dice cap — hoard as many Space Dice as you like.
Overcharge GridW245
+30% damage to ALL towers, permanently. Stacks with Overload Conduit.
🛡Aeon BulwarkW255
+100% Base HP cap — raises your maximum Base HP from 100 to 200.
Chrono FieldW285
Global −20% enemy speed, permanently. Stacks with Temporal Anchor and other slows.
Singularity CapW305
The wave-scaling damage cap now rises +0.5 per wave instead of +0.28 — your board keeps pace with steeper enemy HP.
💥Nova CascadeW325
Grants a Second-Hand Smoke-style death-splash: enemy deaths splash 12% of their max HP to enemies within 2 cells (no chain). If you already have Second-Hand Smoke, it doubles that splash to 24%.
Aegis EternalW355
Regenerate +2 Base HP after every wave — no cap tradeoff, unlike Aegis Protocol.
Ascendant CoreW375
Doubles the % HP true damage of every Ascended-Weaponator tier: I → 3%, II → 5%, III → 8% of current HP per shot.
Void CollapseW405
Every 20 waves, instantly strip 40% of current HP from ALL enemies on screen — a periodic reset against the swarm.
🕳Event SingularityW445
Event Horizon recharges twice as fast (cooldown 10 → 5 waves) and now also heals your Base HP to full each time you fire it.
🌟The AscendantW475
The final unlock. +50% to ALL tower damage, +50% Base HP cap, and −10% enemy speed. The tool that closes the gap to Wave 500.
💡 Everything in Ascension+ is permanent and Vault-funded. Your Vault balance shows at the top of the Ascension+ tab; each card shows its shard + credit cost and the wave you must reach to unlock it. DEV command: "sassquish" opens the Vault and seeds it for testing.
⚠ Past Wave 215 the difficulty ramps up: enemies get faster, tougher, and denser the deeper you push. The pre-215 game is unchanged — but reaching Wave 500 takes a fully Ascension+-kitted board. The twelve upgrades above are the exact tools built to counter the ramp: speed reducers for the velocity surge, damage boosts for the HP climb, and board-wide effects for the swarm.

🛡 Reinforcement (Wave 350+): every enemy — monsters, bosses, super bosses, even the merchant — spawns with a silver Reinforcement plating bar over its HP. HP takes no damage until the plating is fully stripped. Flat weapon damage strips it at full value, and % HP true damage (Mass Driver, Ascended Weaponator) chips it at 25% effectiveness — the two stack. Because plating scales with enemy HP while flat damage is capped, % HP weapons are essential this deep: they crack plating in a fixed number of shots no matter how large the HP pool grows. Bring both — flat DPS to tear the plating fast, % HP to keep it possible at all.

👑 Wave 500 — The Final Gauntlet: the last wave is a boss rush, not a swarm. All five Super Bosses arrive in sequence, escorted by regular bosses, each keeping its own phases, zones and auras. They move at siege pace so the fight is decided by damage, not a footrace — and from Wave 350 a Super Boss that reaches your base no longer escapes: it loops back and keeps coming, taking a bite of your Base HP each lap. Kill them all and you've beaten the game. Event Horizon cannot skip past Wave 500.

⚔ Expert Maps

Expert maps are dedicated hard maps for players who have mastered the four originals. Each carries its own rules and a sustained threat — a real fight from wave 1 to 500, not just a late ramp — with tougher, denser enemies (about +55% HP) and its own signature Ultra Boss. They're opt-in from the map picker and never change the original maps. Your leaderboard placement and Wave-500 win are tracked per map, and each has its own Conqueror feat.

☠ Ultra Bosses

Expert maps introduce the Ultra Boss tier — a step above the classic Super Bosses. Nine exist: five roaming ultras (The Wrecker, The Marksman, Critical Mass, The Siphon, Null-Field) and each map's own signature boss. They arrive on a schedule: a roaming ultra at each milestone wave (every 75), then the map's own signature boss at wave 450 as the pre-finale climax, and the whole ultra roster again in the Wave 500 Final Gauntlet, ending on that map's signature. Ultras drop Ascended loot — and defeating all nine earns the Ultra Slayer feat.

The Four Maps

Reactor Core
Axis: sustain. Five exposed runs double back across the floor, so your guns fire on the same enemies again and again — but on marked dip stretches an enemy submerges: hidden and un-targetable until it resurfaces. Threats disable your towers, so you must hold the line under pressure. Signature boss: BIOHAZARD.
The Crucible
Axis: tempo & placement. Molten channels carve the floor into islands. Guns built near the pour run HOT — they hit harder and faster but build heat and must vent; cool-zone guns are steady and safe. A periodic Molten Surge force-overheats every hot gun at once. Signature boss: THE FORGE-BORN.
👁The Maw
Axis: coverage. A living hive — three mouths across the top feed one central gullet. Only some mouths are hot each wave and the active set keeps shifting, so you must spread guns across lanes instead of stacking one choke. Signature boss: THE BROOD-SOVEREIGN, which sunders into lobes and devours its own brood to heal.
🛡The Arsenal
Axis: loadout diversity. An anti-missile fortress with the base in the middle of a spiral. Its warden — THE PROTECTOR — periodically DEFLECTS your homing missiles (SAM, NanoBots) straight back at your own guns, so bring beams and direct-fire, not a wall of SAMs. Fought via the on-map Control Console (below).

🛡 The Arsenal Control Console

THE PROTECTOR is fought through a two-control Console beside the base — not by clicking the boss:

◧ POWER-DOWN lever — when the boss telegraphs DEFLECTION, flip this to silence your missile towers so nothing gets reflected. Ride out the window on beams, then power them back up.
⚡ OVERLOAD switch — beam / direct-fire damage charges the OVERLOAD meter. When it lights, flip the switch to collapse the Protector's shield — it's stunned and exposed for a burst window (power everything back up and dump), then the shield reforms. Deflection grows more frequent as its HP falls.

💡 The Arsenal is the anti-SAM map: a board of nothing but homing missiles stalls against the Protector, while a diverse, beam-heavy board shrugs off the deflection and charges OVERLOAD fast.
⚠ Expert mode is unforgiving. Lose to THE PROTECTOR — let it breach your base — and it permanently removes your #1 damage tower. Play the console, don't just out-DPS it.

☠ Prestige Difficulty

Prestige is New Game Plus for a game you have already finished. It unlocks once you have cleared Wave 500 on every Regular map — Cosmos, Galaxy, Debris Field and Worm Hole. Nothing about it is required; it exists for players who ran out of game.

Pick a tier on the front page before you start a run. The skull row sits under the map picker — click the prestige emblem above it to fold the whole row away when you are not using it, and click again to bring it back. Whatever you have armed is applied when the run starts, so changing tiers mid-run does nothing until you restart.

Where it works

Regular maps first, then Expert. Expert maps already run their own mutator pool, bosses and hazards, so prestige on top of that was never a switch — it needed its own balance pass, and it has one now. One Wave 500 clear at P10 on any single Regular map opens prestige on every Expert map at once. Not all four, and not the Expert maps themselves: requiring all four would make the era a completionist gate rather than a difficulty one. P9 does not count — deep is not the top. The Labyrinth is endless to a hard ceiling, so a prestige clear there has nothing to mean. Selecting a map that cannot run prestige moves your tier back to OFF, so what the screen shows is always what the run will actually use.

The ladder — one per map

Tiers unlock in order, and each map has its own ladder. Every Regular map starts you at P1. Clear Wave 500 there at P1 and P2 opens — on that map. Clearing P1 on Cosmos does nothing for Galaxy; Galaxy still starts you at P1. Four maps, four independent climbs, which is also exactly what the four Prestige feats track.

Because the ceiling differs per map, each map remembers its own armed tier. Arming P3 on Cosmos and then looking at Galaxy will not disturb the P3 — come back and it is still there.

The tiers

Ten tiers, each strictly harder than the one below it. Every column below is read live from the game's own difficulty table, so this page cannot drift from what actually runs:

Bring more than one damage type. Auratic packs resist a damage type outright, and the deeper tiers resist two or three at once. A board built around a single weapon stalls out no matter how strong it is.

What the tiers actually change

Enemy HP
Every enemy and boss is tankier, climbing steadily to the top tier. This is the main dial — prestige used to change everything except enemy HP, which is why the early tiers all felt the same.
Mutators
Expert-only mutators appear on Regular maps, the full mutation ladder opens up, and mutations start earlier in the run.
Ultra Bosses
Scheduled far more often — every 75 waves at the bottom, every 25 at the top — each with phasing resist shields. They are also the only source of the best gear.
Boss self-heal
Bosses heal themselves more times per fight at higher tiers. Suppression (Flak) is how you stop it.
Auratic packs
Escorted packs that resist whole damage types outright — one type at the low tiers, up to three at the top.
Score
A flat multiplier on everything you score, up to ×8 at the top tier. Prestige runs sit on the same leaderboard as ordinary ones.

The Locker — gear

Prestige runs drop gear: persistent equipment that lives in The Locker and carries across runs. Six slots — visor, suit, gauntlets, legs, thrusters and anomaly — in five rarities: Common, Magic, Rare, Unique and Mythic.

Every tier can drop every rarity. Nothing is walled off behind a particular tier — a Mythic can fall at P1. What changes with the tier is how often, and how strong it rolls:

That second column is the important one. An authored piece rolls as strong as the tier that earned it, so a Mythic that drops at P1 arrives near the bottom of its value bands and the same item at P10 arrives at the top. It means an early lucky drop is a genuine trophy without skipping you past four tiers of the game.

Uniques and Mythics only drop from Ultra Bosses, which is why the Ultra cadence above matters as much as the odds do. Guaranteed drops and ordinary kills can never produce one.

Feats

Each Regular map has a single Prestige feat in the Achievements panel carrying a ten-step track — the same ten rungs as that map's ladder. Clear Wave 500 on that map at a tier and its pip turns green; light all ten and the feat unlocks. Pips above your current rung on that map show as locked rather than merely unearned, so the track reads as a climb rather than a list of failures.

💡 The tier card under the skull row spells out every change for the tier you have selected, and hovering any skull shows the same summary for that tier without selecting it.

◈ The Expert Era

Prestige on an Expert map is a different economy, not a bigger number. Everything on this page exists only there. A Regular run at P10 will never show you any of it, however deep you go.

Three rarities above Mythic

The ladder runs Common, Magic, Rare, Unique, Mythic — and then Atlantean, Anvilegic and Infinity. The top three drop in the Expert era only, and they are where the affix caps stop being polite.

Sockets and gems

Expert-era gear arrives drilled. There are eleven kinds of socketable in three grades — Rough, Faceted and Pristine — and they drop from bosses on Expert prestige maps. Seat them in the Locker.

Moving a gem costs nothing. Pull one out and put it somewhere else as often as you like — sockets are never permanent, because a choice you cannot undo is a choice nobody experiments with. The only restriction is timing: exactly like changing gear, you cannot refit in the middle of a boss.

Upgrading takes three of one grade plus Vault currency and returns one of the next, of the same type — so an upgrade never launders a gem you did not want into one you did.

The gem tray appears in the Locker the moment Expert prestige does, and it stays there — you do not have to be inside an Expert run to look at what you own.

Heirlooms — four items that exist once each

Umbral Cabochon, Chromatic Tribunal, Relay Prism, Wayfarer Opal. Ultra bosses only, P6 and above, and once one is yours the game will never offer it again. They are not stat lines — each one does something no ordinary gem does, and there is exactly one of each in your collection forever.

Sets

At Anvilegic and above a piece can belong to a set: Regolith Claim (economy), Gearbox Phenom (clicks), Rift Surfer (tower damage) and Tight Ship (defence). Wear two pieces for the first bonus and four for the full one.

Each set is built around a way of playing rather than a slot, so committing to one is a decision about your build — not a checklist to fill in.

💡 Nothing here is required. The Expert era is for players who cleared the game and wanted the ladder to keep going.
None this round
None this wave
⚠ BOSS ROUND ⚠
Wave 5 — Eliminate the boss!
✦ Elite Cosmic Brandisher Defeated ✦
☢ RADIATION SICKNESS ☢
Atomic Nuke overused — fallout locks the launcher for 7 waves
|| PAUSED
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100% |
MAP

👁 Admiring your final board
⚔ Conqueror Lv 1 0 SP
★ MAX RANK ACHIEVED ★