You command your last bastion against relentless waves. From a tactical top-down view you plan your defense, place your troops and manage your resources – every decision can mean victory or defeat.
An enemy with a plan
The waves aren't random. An Invader Director plans every single one: how many come, from where, and when. It watches how you build and picks the strategy that hurts you most from more than a dozen – pincers, feints, sieges, raids. There are no warnings. You read its plan on the battlefield, and when you lose, you got outplayed.
No fixed paths
Every wall and every fence you place changes where the DEAT waves go – you force the enemy onto the routes you choose. Build chokepoints, lead them into crossfire, or dig in behind several rings of defense. And if you leave no way through, they'll break through.
No resources, no defense
Windmill, Mine and Sawmill are the foundation of every decision. Every building, every troop, every wall costs something – do you expand your production now, or secure your line first? Neglect your economy and you won't lose at the front. You'll lose long before.
Defend together
Invite a friend over Steam: you defend one Main Tower together, each on your own half of the map, each with your own wallet. If the tower falls, you both lose.