NEON
DEFENSE

INFINITE SURVIVAL
1–6 Select Tower  |  LMB Place  |  RMB Cancel
SPACE Send Early  |  F Fast Forward  |  ESC Pause
GLOBAL LEADERBOARD
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HOW TO PLAY

OBJECTIVE

Three enemy paths converge from the left side of the map. Build towers to destroy enemies before they reach the exit on the right. You start with 1,000 gold and 30 lives. Lose all lives and it's game over. Survive as many waves as you can.

CONTROLS
1–6Select tower type LMBPlace tower / Select tower RMBCancel placement SPACESend next wave early (+bonus gold) FFast forward (2× speed) ESCPause / Resume QQuit to menu (while paused)
TOWERS

Each tower can be upgraded twice (Lv1 → Lv2 → Lv3), then specialized into one of two unique branches. Towers take time to build (5–10s), so plan placements ahead of incoming waves. Towers have HP and can be damaged by Sappers — click a placed tower to see its stats, repair, upgrade, sell, or (after branching) buy a shield.

Power: All combat towers require power to operate. Build Power Plants to provide power to nearby towers. Unpowered towers cannot target or fire. Plan your Power Plant coverage to keep your defenses online!

POWER 100g
Support structure. Powers nearby towers within its radius. Does not attack.
⤷ Grid Hub (30 cap, 160px radius) · Relay Core (20 cap, 280px radius)
PULSE 100g
Rapid-fire energy bolts. Cheap, fast, bread-and-butter DPS.
⤷ Overclock (fire rate) · Heavy Bolts (splash)
RAIL 150g
Fixed-aim piercing beam. Hits multiple enemies in a line. Click once to place, again to set direction.
⤷ Longline (range + pierce) · Capacitor (massive single hit)
TESLA 180g
Chain lightning arcing between nearby enemies. Strong vs clusters.
⤷ Arc Web (many chains) · Burn (chains apply DoT)
CRYO 160g
Area slow. Low damage but gives your DPS towers more time.
⤷ Deep Freeze (strong slow) · Brittle (slowed enemies take +50% dmg)
NOVA 300g
Periodic radial burst. Expensive but hits everything in range.
⤷ Shockwave (huge radius) · Focused Core (small but devastating)
ENEMIES
Drone W1 — Basic. Moderate HP and speed.
Swarm W3 — Fast, numerous, low HP. Overwhelm with quantity.
Tank W5 — High HP, slow. Costs 3 lives.
Sapper W6 — Shoots and damages your towers while walking. Costs 2 lives.
Sprinter W7 — Periodic bursts of very high speed.
Armored W8 — Armor reduces damage per hit. Costs 2 lives.
Healer W11 — Heals nearby enemies. Priority target! Costs 2 lives.
Phase W12 — Phases in/out, taking reduced damage while phased. Costs 2 lives.
Splitter W14 — Splits into 3 shards on death.
Boss W5,10,15… — 4,000 HP, armored, costs 8 lives.
Overlord W28+ — Mega-boss. 6,500 HP, heavy armor, costs 15 lives.

After wave 12, enemies can spawn as elites with boosted stats and rewards.

RESEARCH

Four global research tracks in the sidebar. Each has a branching structure: two linear tiers, then a branch choice (A or B) which unlocks two final sub-specializations. You can reach 4 nodes per track. Research takes time and costs scale steeply — plan these as long-term investments.

⚡ Damage — +8% dmg per tier → Precision (armor pierce / crits) or Overload (control synergy / fire rate)
◎ Range — +6% range per tier → Long Optics (phase counter / long-range dmg) or Wide Spectrum (AoE boost / proximity dmg)
❄ Control — +10% slow/vuln/DoT per tier → Permafrost (longer slows / execute dmg) or Corruption (DoT spread / sapper suppression)
🛡 Fortify — +12% tower HP per tier → Hardened (sapper resist / auto-heal) or Efficiency (rebuild refund / active construction)
SHIELDS

After specializing (branching) a tower, you can purchase a consumable shield for it. Shields absorb incoming damage before the tower's HP is touched. If the shield is partially damaged, you can recharge it for a prorated cost — you only pay for the missing portion.

Shield HP: 240% of tower max HP Full cost: 50% of gold invested in tower Recharge cost: proportional to missing shield HP Deploy time: 6 seconds (faster for recharge)
OVERCHARGE

After specializing a tower, you can overcharge it for a temporary +25% damage boost lasting 60 seconds. Overcharge costs 30% of the tower's invested gold (scaled by wave inflation), making it a significant late-game gold sink that rewards active management. You can re-apply it once it expires.

ECONOMY & STRATEGY

Gold comes from kills and wave-clear bonuses. Kill rewards decay slightly each wave (down to 50% minimum), and tower costs inflate by 2% per wave. Selling towers refunds 60% of their cost — don't be afraid to reposition. Research can improve sell rates.

Cryo towers at path convergence points are extremely valuable since they slow enemies from all three paths. Pair with Tesla or Nova for area coverage, and use Rail towers on long straight segments. Prioritize killing Healers and watch for Sappers chewing through undefended towers. Once towers are branched, invest in shields on your most exposed positions — they're consumable but can save a critical tower from Sapper fire.

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▲ TOWERS & INFO