Tower defense against a horde of thousands of slimes. Build walls, towers and traps along a funnel, pick level cards that bend each run, and watch the mass pile up, split and break through. Spend essence between runs to grow stronger.

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Planned Release Date: 2026

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About This Game



Thousands of slimes march on your base, and each one is simulated individually, with its own weight and collisions. There's no path painted on the ground: the horde looks for the shortest route and squeezes through wherever it narrows. When it hits a wall, it piles up, slimes climb on top of each other, and if the wall is low, the mass pours right over it.


And they're not all the same. The small ones are fast, the big ones split into smaller slimes when they die, and the armored ones have a shell that has to break before any damage reaches the body. Every wave mixes these types differently, so the defense that held the last one might not hold the next. Every slime that dies drops gold on the ground, and that gold pays for whatever you build next.



Every level you gain during a run brings a choice between three cards. There are 40 in the deck, and they don't just raise numbers: they change the rules. Dead slimes that hurt whoever is stuck to them, shots that pierce the armored slime's shell, thrown bodies that hurt whatever they hit. Two runs rarely end with the same defense.


Losing is part of the game. What you earn in a run becomes essence, and essence opens the shop between attempts. It's a tree with eight branches, from walls to the deck, that unlocks new pieces like glue and oil, and gives your base more health, more money at the start and more card options. Every run starts a little stronger than the last.



Everything is built right on the map, block by block. Drag to draw a line of wall and pull up to stack floors. Towers go on top, where they see farther, or on the side, protecting the foot of the wall. When the pressure builds, swap wood for stone, then stone for iron. Put something in the wrong place? Sell it and get part of the money back, or undo your last move.


The horde behaves like water, and you decide where it flows. Every wall changes the route of every slime at once: close a passage and they go around, open a corridor and they rush through it. A good layout keeps the mass in the towers' sights for longer. But if you block the whole path, the horde stops going around and starts tearing down whatever is in front of it.


Eight attack and control pieces, each with its own way of dealing with the mass:

  • Cannon: an arcing bomb that bursts, digs into the ground and flies over walls, or a boulder that rolls along the ground.
  • Machine gun: a burst that shreds the line, or a precision shot that pierces armor from afar.
  • Tesla: lightning that jumps from slime to slime, or electrifies the ground the horde has crossed.
  • Ice: pins a few targets in place, or freezes everything around it in pulses.
  • Flame: a long jet that sweeps the line, or a furnace that roasts everything up close.
  • Glue and oil: puddles that stick, corrode, push the horde back or catch fire when it steps in.
  • Piston: a heavy shove that throws the mass back.

Each piece goes up to level III, and at the top you pick one of two forms. With the right cards, they combine: a frozen slime that catches fire explodes, lightning crosses a glue puddle without losing strength, and burning oil blows up whoever is next to it.



Nothing on the map is scenery. Walls feel the pressure of the mass, lose chunks until they give way, and the part that collapses crushes whoever is underneath. The towers on top don't vanish: they come crashing down too, right onto the horde. A tall wall holds more, but it falls from higher up.


The forest gets involved too. With enough slimes pushing, a tree topples over whole and the trunk lands in the middle of the mass. You can make trees part of your defense, just don't count on them forever.


And fire spreads. It burns the horde and jumps to the treetops around it. With oil on the ground, the horde lights the puddle itself as it walks through. Fire solves a lot of problems, as long as you know where it's going to stop.


Not even the ground stays the same. The terrain deforms and has physics. An explosion blasts open a crater, the horde slides in and only gets out when the slimes pile up into a ramp. Then the edge crumbles and the hole fills itself back in. A crater in the right spot becomes a trap.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

The game is written in English and was translated into 14 other languages with AI assistance. Every translated line is reviewed before release.

Nothing in the game is generated by AI while you play.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5 (6th gen)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060
    • DirectX: Version 11
    • Storage: 500 MB available space
    Recommended:
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i5 (10th gen)
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 3060
    • DirectX: Version 11
    • Storage: 500 MB available space
    Minimum:
    • OS: Ubuntu 22.04 64-bit
    • Processor: Intel Core i5 (6th gen)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060
    • Storage: 500 MB available space
    Recommended:
    • OS: Ubuntu 22.04/24.04 64-bit
    • Processor: Intel Core i5 (10th gen)
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 3060
    • Storage: 500 MB available space
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