RAILGUN
KineticSingle-target mainstay. AP rounds are for armor; mark makes the target take more from every tower.
- standard
- apRound
- mark
Programmable tower defense iPhone · iPad · Mac
Alien machines are swarming toward the relay core. Reroute them with your towers, then write each tower a program: which enemy gets which attack.
App Store release in preparation · Issues 1–5 free

How it plays

Towers change the route enemies walk. Stretch the path, overlap fire lanes, open firing windows—but you can never seal the route completely.

Each instruction is “IF rule → action”. A level 3 tower holds three lines, matched top to bottom. Every rule line uses memory, and memory is shared across the whole issue: which tower gets it is your call. Rules and actions are ready-made blocks; no typing.
t.armor>=MED→apRoundinRange>=4→mark→standard
Armor reduces kinetic damage; shields reduce energy damage. One look at the enemy tells you which tower to send. Every number is written down in the in-game docs.
Towers
Each tower unlocks one new action per level, up to Lv3. Tap a level to see how it grows.
Single-target mainstay. AP rounds are for armor; mark makes the target take more from every tower.
One shot through a line of enemies. Lance fires along a line to the edge of the map.
Control, not damage: slow and stun; brittle makes slowed targets take more.
Lobbed area damage: shells land where the target was, so slow, packed enemies suffer most.
Energy damage: ignores armor, blocked by shields. Ramps up on one target; scan cuts shields and reveals stealth.
The energy tower that doesn't mind switching targets: arcs jump between neighbors and electrify them so energy hits harder, surge deals half again as much to electrified targets, sync makes linked enemies bleed together.
Boss hunter: the charged shot fires only when full and ignores defenses; spikes strip three tiers of armor and recharge it on every hit; execute finishes low non-elites outright, and the executed never split or revive.
Enemies
The number is the issue where it first appears.
ACT 01
Process#01
Thread#01
Armored unit#03
Zombie process#05
Fork swarm#06
Encrypted#08
Memory leak#10BossACT 02
Drone#11
Worm#12
Trojan#14
Recursive#16
Rootkit#18
Deadlock twin#20BossACT 03
Ransomware#22
GC collector#24
Race pair#26
Kernel panic#30BossCampaign
Every issue is a level with a new problem: a new enemy mechanic, new terrain, and three test cases. Issues differ by mechanics, not by health multipliers.
ACT 01 · #01—#10
The daemon boots. Learn placement, counters, and your first line of program against thread floods, armored units, and fork swarms.










ACT 02 · #11—#20
Enemies start flying over the maze, replicating, disguising, and cloaking. Firepower is not enough; your programs have to tell targets apart.










ACT 03 · #21—#30
Ransomware locks your towers, GC collectors tear down your maze, and race pairs must die together. Bring a complete program to face Kernel Panic.










After the campaign
Challenges
Open once all three test cases of an issue pass. Boundary test: integrity is 1, with 3 extra elite waves. Sandbox test: only the listed towers and rules, no libraries. 170 test cases across 34 issues.
Endless
Opens after issue 10 with the full game. No final wave: every 5 waves, pick a patch that unlocks something new: memory, chips, reveal… The same seed always gives the same run, and your best wave goes to a Game Center leaderboard.
Collection
Feats (achievements) record how you solved things; the docs cover every tower, rule, and enemy, unlocked as you meet them. The campaign also has Casual, Normal, and Veteran difficulty.
Pricing
Issues 1–5 stay free forever. The full campaign is one purchase, yours forever; your progress, test cases, and unlocked rules all carry over.
iPhone · iPad · Mac | App Store release in preparation

FAQ
iPhone, iPad, and Mac. On iPhone and iPad the game is designed for landscape, adapts to the device viewport, and needs iOS / iPadOS 18.6 or later. The Mac version runs in a resizable window with keyboard shortcuts and pointer hover, which also work on an iPad with a keyboard or trackpad.
No. Rules and actions are ready-made blocks, and you never type code. A Lv1 tower fires without any program at all.
The prologue, issues 1–5, stays open forever. Issues 6–34, the full four-act campaign, every rule, library, and debug tool, and the stress test mode unlock with a one-time purchase.
Yes. The campaign has Casual, Normal, and Veteran tiers, switched on the home screen: Casual lowers enemy health, Veteran raises it and pays smaller bounties. Challenges and the stress test are unaffected. After a loss, the results page says which wave you fell on, which enemies leaked, and gives one targeted suggestion.
No ads, no subscriptions, and no combat stats for sale. The full game is a fair one-time purchase.
Core gameplay works offline. Buying the full game or restoring a purchase needs a connection to the App Store.