Choose the frontier.
Every campaign generates four long approaches, a shared final choke point, and four rival nations hidden beyond the fog.
Know the nations beyond the fog.
Each run draws four factions. Government, sensitivities, troop quality, armor, and alliances determine how they answer diplomacy.
Build a line. Then advance it.
Five starting tower designs are available immediately. Advanced towers retain individual research unlocks, while elevation, range, support fields, and damage effects shape where each design belongs.
Command the frontier.
Campaign storage
Campaigns autosave on this device between waves.
Map controls
Drag or scroll to pan. Hold Ctrl or ⌘ while scrolling to zoom. On touch screens, drag with one finger and pinch with two.
Campaign rules
Visibility comes from the Citadel, towers, and squads. Negotiate with every surviving nation between waves. Destroy all four capitals to win.