Choose a battlefield
Enemies ("Glitches") spawn from the orange portal and follow the path to the blue portal. Each one that gets through costs you a life — lose them all and it's game over. Build towers on any open grid cell off the path to shoot enemies as they pass. Survive wave 50, with a unique boss every 5th wave, to win — or switch on Infinite Mode on the map-select screen for a run with no wave cap, where bosses keep recycling and difficulty keeps climbing until you fall.
Click a tower in the shop, then click an open cell to place it (right-click, or click the shop entry again, to cancel). Click any placed tower to select it and see its stats.
Traps go on the path itself, not beside it, and only between waves — once enemies are moving you can't drop one under them. Each one fires exactly once — the first enemy to reach it sets it off, hitting every enemy currently in its blast radius, then it's gone.
The Virus Injector infects on every hit instead of hitting hard directly. Each stack ticks its own damage for the rest of that enemy's life and never expires, so steady fire on one target ramps up fast — especially against tanky enemies and bosses. A stack's damage locks in at the tower's level when it lands, so upgrading mid-fight only boosts future stacks.
Every tower has one enemy type it's extra effective against and one it's worse against (+50%/−50% damage) — check the Towers and Enemies tabs for the full chart, or expand a tower in the shop. Every regular enemy type has exactly one natural counter tower, so a mixed wave rewards a mixed loadout, not just your single best-DPS tower. Bosses sit outside this system entirely.
Every boss kill drops one boost token, shown at the top of the screen. Select any tower and a "Use Boost Token" button appears above Upgrade — click it to instantly raise that tower one level for free, no money spent.
Every boss can strike the nearest tower in range, knocking down its hp over a few hits. Select any damaged tower — even one still standing — to repair it; the price drops the less damage there is, so topping off early is always cheaper than waiting. What happens if a tower actually hits 0 hp depends on difficulty: