
Your towers don't stop anything. Enemies walk straight over them. The only thing that turns them aside is a wall, so you build the maze yourself. Then the intrusions start fighting back. PHASE slides through your walls. HOPPER vaults over them. BREAKER eats them. You built the maze. Now defend it.

No offers tracked in PLN yet.
In Circuit Keep, your towers don't block anything.
A wave spawns. Enemies pathfind straight across the grid toward your CORE. They walk over every module you placed. The only thing that makes them change direction is a wall. So you build the maze, line it with firepower, and force every wave down a path you chose.
Then they start pushing back.
Each intrusion breaks your defenses a different way.
PHASE turns intangible mid-wave and slides straight through your walls. HOPPER vaults over walls and air gaps entirely.
SCRAMBLER drags down the fire rate of every module near it. PARASITE skips your CORE and drains your CHARGE NODES instead.
BREAKER exists to eat your walls. KERNEL, a boss, forks child intrusions to overwhelm you from multiple angles at once.
No two waves play the same way.
FOCUS FIRE: Mark any intrusion with a crosshair and every module in range locks onto it immediately.
OVERDRIVE: Permanently boost the damage of an entire module family.
OVERCLOCK: Speed up your economy, cooldowns, and modules for a short window when you need it most.
Place FIREWALLS to reroute intrusions exactly where you want them. Your modules run on power, so placement matters as much as firepower. Every wall, every turn, every module position is a decision.
A hand-crafted campaign introduces each module and intrusion one at a time across three acts. Struggling? Spend permanent upgrades on the RESEARCH GRAPH. Want more? Switch any level to HARD mode. Want to go as far as you can? Enter ENDLESS mode with everything unlocked.
12 module families with branching upgrade paths. Two paths per module, each with its own payoff: crit, knockback, extra targets, and more. Switch paths any time.
Four damage types: KINETIC, THERMAL, ELECTRIC, and CORRUPTIVE, each with status effects that stack and combine.
12 intrusion families, 7 elites, and 3 bosses.
No fixed loadouts. No RNG drafting. Every module you have unlocked is available every wave.