Towers are used to protect the base from enemies. Each tower is effective against different types of enemies. Some towers provide debuffs (slow, stun etc.) on enemies that can impact the effectiveness of other towers.
There are 16 types of towers:
| Name | Icon | Features |
|---|---|---|
| Basic | ![]() |
The simplest and cheapest of all, fires at single targets, copes well with Regular enemies, but does not scale well. |
| Sniper |
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Has a very long range and inflicts huge damage per shot, but attacks slowly. Needs extra time to aim at an enemy. Copes well with stronger single targets, but struggles with large groups. |
| Cannon |
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Has a small range, fires explosive projectiles that inflict damage on multiple targets. |
| Freezing |
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Does not deal damage, but slows down enemies in its radius. Increases effectiveness of the Poison debuff and Tesla. |
| Antiair |
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Attacks only flying enemies, highly cost-efficient. |
| Splash |
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Fires a large number of projectiles in all directions, does not aim. |
| Blast |
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Deals damage to all enemies within attack radius and stuns them. |
| Multishot |
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Fires multiple projectiles per shot in an arc, suitable for moderate crowds of enemies. |
| Minigun |
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Attacks a single target with incredible fire rate. Attack speed accelerates when firing. |
| Venom |
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Deals initial damage and adds a poisoning effect to enemies that deals damage over time. Fires very slow projectiles. |
| Tesla |
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Attacks enemies with discharges of electricity. Discharges chain across enemies nearby, dealing less damage with each jump. |
| Missile |
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Fires missiles at a long distance with low attack speed. Rockets explode and damage all nearby enemies. Once fired, the projectiles will seek out enemies at any distance. |
| Flamethrower |
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Fires a short distance, constantly inflicts damage to enemies in a cone and sets them on fire. |
| Laser |
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Releases a beam that passes through the entire map and deals damage to the first enemy hit. Each shot needs to be charged. |
| Gauss |
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Consumes resources before firing a single, powerful shot that penetrates enemies. Does not aim on its own, requires manual targeting. |
| Crusher |
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Grabs nearby enemies off the road and holds them for a few seconds, constantly dealing damage to them. Can disorientate its targets to make them deal damage to other enemies. |
After passing the training levels, only the Basic and Sniper towers are available. The other towers can be unlocked with the completion of levels.
Experience[]
Towers gain experience by dealing damage to enemies, destroying enemies, or passively. When a certain amount of experience is reached, the level of the tower rises. The default maximum level a tower can reach is 4, which increases to 20 with full normal research. However, in endless mode, the maximum level a tower can reach is 100 (through research). It can be further increased via level-specific effects and cores, hardcapping at 256.
Towers can gain experience every second with certain research. The amount of XP gained per second depends on the current upgrade level of the tower, following the formula:
- [XP rate] = [max XP rate] รท 10 ร [tower upgrade level]
The amount of experience earned can be increased by research or placing them on a Bonus experience tile.
When built, all towers begin with experience level of 1 and Upgrade Level of 0. The starting experience level can be increased with research (up to +3), the Master trophy (+1), and cores.
As experience level increases, the value of unique characteristics of the tower increases. At levels 11-20, tower also gets +1% PWR, which increases all non-unique characteristics (except range) by 1%.
Abilities[]
When a tower reaches XP levels 4 and 7, it can unlock one of 3 abilities that significantly affect the effectiveness of a tower (for example, for Basic this can be extra attack speed, damage, or speed of rotation and shells).
When the tower reaches Level 10, it will automatically obtain its 4th ability.
When the tower reaches Level 20, it can unlock one of two abilities: their unique ultimate ability or the powerful ability, which multiplies their PWR by x1.1.
Upgrade Level[]
Towers can be upgraded using coins by selecting a tower. By upgrading the tower increases non-unique characteristics. Tower upgrades get more expensive with each level.
By default, all towers can be upgraded up to level 3. Research can increase this limit to 10. Upgrade level cannot be increased further by any means.
Selling[]
Towers can be sold anytime unless disabled by
Metaphor or enemies walking over them. Upon selling, the player redeems 50% of the coins spent on the tower. This amount can be increased through research or placing the tower on a Sell refund tile.
Towers can be sold at full cost for 13 seconds after being placed, which is indicated by the green sell button. Once this time passes or the tower attacks/is upgraded, the sell button will turn red, ending the grace period.
Characteristics[]
All towers have certain characteristics. In addition to usual characteristics, they have unique characteristics (indicated by their gould colouring). These characteristics are only affected by the tower's PWR (i.e. not by upgrade levels). For example, the
Sniper has the chance to inflict critical damage.
Most towers share these characteristics:
- Range: The maximum distance (in tiles) the tower can attack enemies from
- Damage: The damage dealt to an enemy per hit or per second
- Attack speed: How many shots a tower launches per second. Since the game runs at 30 frames per second, a tower cannot fire faster than 30 times per second. If the attack speed stat exceeds this limit, damage will be increased to compensate
- Projectile speed: The speed (in tiles per second) at which the tower's projectiles move (if a tower does not have this, its projectiles hit instantly)
- Rotation speed: The speed (in degrees per second) at which the tower rotates to aim at enemies
- Power (PWR): Increases all of the usual characteristics except range by 1% for each 1% PWR
Effectiveness[]
Tower damage against enemies
Damage Dealt = [Tower Damage] ร [Effectiveness] ร [Enemy Vulnerability]
Tower Targeting[]
Once a tower detects an enemy, it will rotate to and focus on that enemy until it leaves the tower's range, is killed, or reaches the base. The tower will then select a new target depending on the targeting option after a brief pause.
The SEARCH modifier allows the tower to keep searching for new targets even when the current enemy is alive; this allows for faster target switching, even by a few frames.
Most towers can change their targeting method between 6 different options, which will change how they prioritize enemies to shoot.
- First (default): Tower will target the enemy closest to the base. If there are multiple paths, the tower will target the enemy who has moved the farthest distance.
- Last: Tower will target the enemy farthest from the portal. If there are multiple paths, the tower will target the enemy who has moved the least distance.
- Weakest: Tower will target the enemy who currently has the lowest health value.
- Strongest: Tower will target the enemy who currently has the highest health value.
- Nearest: Tower will target the closest enemy to itself.
- Random: Tower will randomly select an enemy to target.
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