Freeform walls, barricades, and beacon towers
Construction begins with a visible blueprint on valid terrain. Walls block movement, barricades delay attackers, watchposts reveal threats, and beacon towers add sustained fire. Placement matters because enemies and workers both navigate the same battlefield.
A defense line is therefore more than damage-per-second arithmetic: it affects travel time, repair access, fallback positions, and which route receives pressure first.
Wave defense without waiting for a clean board
Later enemy deployments can overlap instead of waiting for every attacker to disappear. Scouts threaten the Command Hall, raiders steal real inventory, fire units target logistics, and siege breakers attack fortifications.
The result sits between a castle defense RTS, a wave-based survival game, and a resource-management tower defense game. Players must restore a damaged economy while the next warning is already counting down.
Defense that remains readable on PC and mobile
The same battlefield supports a mouse-driven PC command layout and a landscape-first mobile interface. Camera movement, pinch zoom, minimap information, construction confirmation, and safe HUD space are part of the strategy rather than separate simplified versions.