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▲◆▲Towerpath

Deploy 5 Towers to Defend the Portal
Click or Drag a tower to pick it up.
Armoury —
Upcoming waves
Monster Descriptions
How the siege works
Place up to five towers — at most two of any kind — then press Start Wave. Hover tiles to see what they do. Some tiles boost the towers placed on them. Some tiles slow or protect monsters. Burning monsters cannot be frozen. Many monsters are weak to specific towers. Monsters that reach the end take lives away. Try to clear all waves without losing any lives. There is always a way to do so.
About Towerpath

Tower defence usually rewards panic. You build in a hurry, plug leaks as they open, and hope the last shot lands before the last monster does. Towerpath strips all of that out. The path is drawn before you arrive, the enemies are already queued at the top of it, and nothing takes a single step until you say go.

What's left is the genre frozen into a chess problem - one board, one gate to hold, and all the time in the world to find the answer that was always there. The ground itself does half the arguing. Rough tiles blunt a tower, monster-shield tiles swallow its damage whole, and rate-boosters double its fire, so the same weapon is a steal on one square and dead weight on the one beside it.

The parade coming down the path is just as awkward. Some monsters wear armour, some outrun your reload, some shrug off the cold entirely, and some march shrouded - visible only to a tower standing right on top of them. That is why the armoury runs eight deep - Cannon, Ballista, Storm, Acid, Frost, War, Ram and Ember - and why you are handed only five slots to fill. No single tower answers a whole wave: Frost is wasted on the cold-immune, and your longest gun is blind to the shrouded.