Required reading before your first shift. Skim it now, or learn it the hard way on stage 43 — your call.
Enemies walk a fixed path toward the exit. You spend cash to build towers alongside that path, and upgrade them as waves get harder. Lose too many hearts in a stage and it's back to the drawing board — but cash and tower placement reset per stage, so nothing you learn is wasted.
Playing a stage costs one Cell. Cells regenerate over real time, so if you run out, take a break and come back — or watch a rewarded ad to top up sooner. An Offline Pass (earned permanently at stage 100, or bought early from the Supply Shop) removes the Cell requirement entirely.
Wave warnings, boss alerts, giant-enemy call-outs and class hints all land in one pinned notice panel at the top of the screen during a stage — check it before you commit cash to a build, not after.
A finite, hand-tuned campaign — not an infinite treadmill. Along the way:
Finished the campaign? Rebirth resets your run onto a rising floor of difficulty in exchange for permanent account-wide bonuses, while the veteran tier system tracks how many times you've been through the building. Long-term progression, not a dead end at stage 100.
Every tower and enemy you've encountered gets logged automatically — check the Tower Book for build stats and the Codex for full personnel files on everything that's tried to eat your desk. (Or just use the Equipment Locker and Personnel Files pages here — same info, easier to read on a second screen.)
A consultant named Barry, from Synergy Solutions, arrives around the early stages and is revealed across four acts to be a lot more connected to the infestation than his business card suggests. Twenty story beats run underneath the campaign's repeating workweek — keep playing to see how far it goes.