The ink is spilling. Pick a hero, build towers, draft boons, and hold the hearth for thirty waves.
It lasts for the rest of the run.
Blots crawl along the trail toward your hearth. Each one that gets there costs lives. Lose them all and the run ends. Survive 30 waves to win.
Pick a tower from the tray (keys 1–6) and place it on any open tile. Click a tower to upgrade it. At level 3 it can take one of two specializations.
Armored blots shrug off part of every physical hit: each hit loses damage equal to their armor. Big hits (Mortar), Lances and energy towers (Frost, Arc) get through.
Moths ignore the trail and fly straight for the hearth along the dotted pink route. Mortars can’t hit them. Everything else can.
After a wave finishes arriving, the next one starts on a timer. Call it early for bonus gold. Clearing a wave pays a bonus too.
Right-click (or select the hero and click) to send it anywhere. It fights on its own and holds blots that walk into it. Pop blots near it to level up to 12; each level gives a point to rank up Q, E or the R ultimate.
Pop blots in quick succession to build a chain: long chains pay extra gold and shave time off your hero’s cooldowns. Bosses lob attacks at your hero; step out of the red circle to dodge.
Every few waves, pick one of three boons that change how your run plays. Try The Wilds for a freshly generated map every run.
Pause (P) whenever you like. You can still build, upgrade and sell while paused. Selling refunds 70%, or everything if you haven’t started a wave since you built it.