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 living 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 shove intrusions off course; 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.