Maze tower defense with no fixed paths — the INTRUSIONs walk straight over your towers, so you carve their routes yourself with FIREWALLs. A capped CHARGE economy and pause-anytime planning make every placement a pure puzzle of position. Build the maze. Hold the CORE.

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Tarikh Keluaran Dirancang: 2026

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Tentang Permainan Ini

In Circuit Keep, the intrusions walk straight over your towers. So you don't stop them with firepower — you carve their routes yourself.
It's a maze tower defense game inside a reactive circuit lattice, with no fixed paths. INTRUSIONS breach from BREACH POINTS and pathfind toward your CORE across an open grid. You wall that grid into a killing maze with FIREWALLs, line the routes with damage, and force every wave down the path you chose. No preset routes to defend and no race against the clock — just a pure puzzle of position you can pause anytime to plan.

PLACE. ROUTE. HOLD.

Modules only fire when POWER reaches them, so you're not just placing damage — you're routing the grid that feeds it from the CORE and your CHARGE NODEs. Wall off the open lattice into the routes you choose, then decide which to harden and which to throttle.

FOCUS FIRE

Placement sets the trap; focus fire wins the moment. Mark any INTRUSION with a CROSSHAIR and every damage module in range promotes it to the top of its target list — concentrate the whole lattice on the threat that matters: a SCRAMBLER slowing your defenses, a BREAKER chewing through a FIREWALL.

TWELVE MODULE FAMILIES. OPEN PALETTE.

Damage comes in four flavors — KINETIC, THERMAL, ELECTRIC, CORRUPTIVE — and most modules layer on a STATUS EFFECT: THROTTLED slows a crowd, BURN melts a tank over time, EMP locks a target in a stutter-loop, and BITROT grinds down anything in sustained contact. Match your damage to the intrusion in front of you, or get shrugged off.

Hold a route with the BARRIER families, slow crowds with JAMMING FIELDs, boost your damage with AMPLIFIERs, and broadcast POWER across the lattice from your CHARGE NODEs. Every module you've unlocked is on the palette every wave — pure strategy.

PERSISTENT RESEARCH

Clear levels with STARS to spend on a RESEARCH GRAPH that carries permanent upgrades across your whole campaign — extra CORE HP, faster CHARGE, cheaper module classes, BARRIER reinforcement.

FEATURES

  • No fixed paths. Intrusions walk over your modules; you carve the maze yourself with FIREWALLs.

  • Branching upgrade paths. Every module has two paths leading to an L4 CAPSTONE that reshapes it — crit, knockback, pierce, and more.

  • Switch builds on the fly. Swap a module to its other upgrade path mid-fight to answer whatever the wave throws at you — it keeps the upgrade level you already paid for.

  • RECYCLE into OVERCHARGE. RECYCLE a module past your battery cap to overflow the lattice into a faster-firing power spike, exactly when you need it.

  • ROUTERS bend the route. Ordered checkpoints intrusions must hit — heal stations, speed boosters, and GATEWAYs that drag the breach point forward.

  • The lattice fights back. DRIFT CURRENTS can speed up or down enemy movement; buildable TRAP CELLS sear them with STATUS EFFECTS as they cross.

  • 12 module families. 12 intrusion families, 7 elites, 3 bosses. A three-act campaign, an escalating ENDLESS mode, and a persistent RESEARCH GRAPH.

INTRUSIONS THAT FIGHT BACK

These don't just walk toward your CORE and soak damage — each family forces a different answer:

  • SCRAMBLER — broadcasts a field that slows the fire rate of every module near it. Stack a few and your rack barely cycles.

  • PARASITE — ignores the CORE at first to hunt your CHARGE NODEs, latching on to siphon your income, then detaches and turns HARDENED for its run at the CORE.

  • PHASE — slips intangibly straight through your BARRIERs on a cycle, beelining the CORE while your walls do nothing.

  • HOPPER — vaults over a FIREWALL or a gap in the wires on a cooldown, landing on the far side mid-stride.

  • BREAKER — a dedicated wall-chewer that takes your BARRIERs apart far faster than anything else, and shrugs off EMP.

  • SWARM — a networked scout: the instant one finds a clear path to the CORE, the entire wave snaps to that route.

  • SHARD — a crystalline shell that shatters into a cluster of SWARMs right where it dies.

  • PHANTOM — cloaked and deflecting KINETIC fire; you have to slow it with THROTTLED before THERMAL can land a clean kill.

  • SABOTEUR — a glass-cannon kamikaze immune to every STATUS EFFECT: drop it with raw damage before it reaches the CORE and detonates.

  • Three bosses, three rule-changes — one clamps every hit to a single point of damage (win on fire rate), one locks out whichever module family is carrying the fight, and one forks off a new intrusion every cycle, faster as its own HP falls.

Pendedahan Kandungan Dihasilkan AI

Pembangun menerangkan cara permainan mereka menggunakan Kandungan Dihasilkan AI seperti berikut:

Pre-Generated Content: I used generative AI tools in the creation of the following content that ships with Circuit Keep:
- Music (in-game soundtrack)
- Sound effects (AI-generated parts were mixed, edited, and finalized by hand)

I reviewed, curated, and integrated all AI-generated assets myself, editing or post-processing them where appropriate before shipping. I used established commercial generative tools that grant the right to use their outputs commercially, and I reviewed outputs to reduce the risk of infringing any third party's rights.

All in-game gameplay content — UI, module and enemy visuals, particle effects, level layouts, tutorial copy, glossary, and narrative text — was designed, written, and curated by me. I used AI coding assistants to help implement the code that renders this content, consistent with Steam's exclusion of AI development tools from this disclosure.

Live-Generated Content: None. Circuit Keep does not generate any content using AI at runtime; all assets are baked into the build.

Keperluan Sistem

    Minimum:
    • Memerlukan pemproses 64-bit dan sistem pengendalian
    • OS: Windows 10 (64-bit)
    • Pemproses: Intel Core i3-4000 series / AMD equivalent (2 GHz dual-core)
    • Memori: 4 GB RAM
    • Grafik: Integrated graphics with WebGL 2.0 support (Intel HD 4000 or better)
    • DirectX: Versi 11
    • Storan: 500 MB ruang tersedia
    • Kad Bunyi: Any DirectX-compatible sound device
    Dicadangkan:
    • Memerlukan pemproses 64-bit dan sistem pengendalian
    • OS: Windows 10/11 (64-bit)
    • Pemproses: Intel Core i5-8000 series / AMD Ryzen 5 / equivalent
    • Memori: 8 GB RAM
    • Grafik: Dedicated GPU with WebGL 2.0 support (GTX 1050 / RX 560 or better)
    • DirectX: Versi 11
    • Storan: 500 MB ruang tersedia
    • Kad Bunyi: Any DirectX-compatible sound device
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