Titanius Level 1 of 100
Breakthrough
Build 30 gold
Buildings live in the 10 slots below the board. A new building goes into the slot you selected, or the first free one. Drag a building onto an identical one (same type and level) to merge them into one building a level higher.
Titan Heroes
Night creatures, and later machines of a darker future, follow the path towards Titanius, a fallen Mega Titan at the end of the road. Stop them with towers you produce in workshops and merge into stronger ones, and with your Titans: towering mechanical heroes of brass, steam and future steel. Between waves Titanius grows, earns starglow and builds more Titans. There is no game over: a lost wave simply starts again.
Controls
Tap a tower, Titan, building or Titanius to see its details. Tap again to deselect.
Tap an enemy during a wave to follow it: the info line shows its health, speed, whether it is slowed, how hard it hits and how much gold it gives, plus a tip on how to beat it. A dashed ring marks it until it dies.
Drag a tower or Titan to move it. Dropping on another item swaps them.
Drag empty ground to move around the map.
Zoom by pinching on a phone or tablet, with the mouse wheel on a computer, or with the + and − buttons. Fit shows the whole map.
While dragging a tower to the edge of the view, the map scrolls along.
Sell : drag an item onto the Sell button, or select it and press Sell.
The map
The board is 40 × 24 tiles. Enemies come from both sides : every other enemy enters at the lower left, the rest at the lower right. Each side has its own winding road that climbs to the top of the map, where the two meet and run straight down the middle to Titanius at the bottom centre.
Towers along the central road can hit enemies from both sides, while towers out on the winding roads only see one side.
Towers and Titans can stand on any tile that is not path.
Buildings never stand on the map. They live in the 10 hex slots below it, which stay in place when you zoom.
Merging towers
Towers of the same type and level that touch each other (up, down, left or right) form a group.
3 in a group become 1 of the next level. 4 become 1 , and 1 is left over. 5 become 2 .
To merge, drop a tower ON one of the matching towers . Example: line up 2 identical towers side by side and drop the 3rd on one of them, or line up 4 and drop the 5th on one of them.
Dropping a tower on an empty tile only moves it, even next to matching towers. That way you can arrange towers without merging them by accident.
While you hover over a matching tower, its group lights up green and a label shows the result. Fewer than 3 shows "Needs 3", and nothing happens.
The merged towers appear where you dropped, and any leftovers stay in the group.
Each level gives 2.2 × damage, a little more range (up to +1.5 tiles) and a faster fire rate (up to 2.5 ×).
Towers
Beacon : +10 % damage at level 1, +5 % more per level, for every tower on the 8 tiles around it. Several beacons add up.
Frost Spire : slows enemies by 35 %, +3 % per level, at most 70 %.
Ember Thrower : hits the target fully and everything close by for 60 %.
Ballista : reaches about 6 tiles, fires one heavy bolt every 3 seconds and always aims at the toughest enemy in range. The bolt hits instantly. Place it a little away from the path to cover long stretches.
Telling attacks apart
Archer : yellow-tipped arrows and a small spark on hit. The bow on top turns toward the target.
Ember Thrower : fireballs lobbed in an arc that explode in an orange blast with flying embers.
Frost Spire : ice shards and a snowflake burst. Slowed enemies turn blue with frost lines around them.
Ballista : a bright green streak across the map, a cross-shaped impact and the damage number.
Beacon : a purple pulse and a faint square showing the 8 boosted tiles.
Titans : the Warden Titan's railgun fires a white-hot round with a long golden trail and a starburst on hit, and the barrel turns toward its target, the Stormweaver Titan's lightning zigzags between enemies, and the Lantern Titan pulses pink over his area.
Every enemy flashes white when it is hit.
Buildings
Building : open the Build tab and pick a building. It goes into the slot you selected, or the first free one. Each new building costs more gold than the last.
Workshops produce towers by themselves and store them. A badge shows how many are stored, and a green tag such as L3 shows the best one.
Inside a workshop, 5 stored towers of a level merge into 2 of the next level by themselves.
A workshop stops when its stock is worth about 6 towers of its own level. The bar turns green. Tap the workshop to collect its best tower. It drops into the bottom row of the map, on the free tile closest to the column under that workshop.
Upgrading a building costs gold. A workshop's base tower level rises by 1 every 10 building levels, and in between each level adds a 10 % chance of a tower one level higher. Production also gets faster.
Merging buildings : drag a building onto another one of the same type and level. They become one building a level higher, keeping all stored towers.
Dragging a building to an empty slot moves it, and onto a different building swaps them.
Quarries mine 90 stone per hour at level 1, 8 % more per level, for Titanius.
At level 100 every building turns futuristic , with a steel dome, neon trim and a blinking antenna, and gets a new name: Archery Workshop becomes Rifle Workshop , Ember Forge becomes Plasma Forge , Frost Well becomes Cryo Plant , Beacon Workshop becomes Signal Relay Works , Ballista Works becomes Gauss Works and Quarry becomes Mining Rig . They keep working the same way and keep their towers.
Waves and enemies
Pick a wave with the arrows and press Start wave. You can play any wave up to one past your record.
Repeat keeps playing the same wave, good for collecting gold. Auto starts the next wave by itself.
Enemies that reach Titanius stop and attack it every second. If Titanius falls, the wave fails and simply restarts. Nothing is lost.
Every wave has about 12 % more enemy health and 6 % harder hits than the one before.
Machines from wave 101. After wave 100 some enemies are replaced by machines: 2.5 % more of each wave per wave, and every enemy from wave 140. They have the same health and speed as the creature they replace, plus a trait.
Mech Hound (steel grey, replaces the Shadow Wolf): armour blocks 15 % of damage.
Scout Drone (cyan rotors, replaces the Flitter): resists half of every slow.
Siege Walker (armoured hexagon on legs, replaces the Stone Bear): armour blocks 25 % of damage.
Colossus (pink core, replaces the Night Giant): armour blocks 20 % of damage and it resists 30 % of slows.
Shadow Wolf (beige): the ordinary enemy. Base speed 1.6 tiles/s, hits Titanius for 2.
Flitter (pink, from wave 3): fast and fragile. About half the health of a wolf, 1.75 × its speed. Frost helps a lot.
Stone Bear (green-grey, from wave 5): 3 × a wolf's health, slow, hits Titanius for 4. Good targets for Ballistas.
Night Giant (red, every fifth wave): 16 × a wolf's health, very slow, hits Titanius for 12 and gives 20 × the gold.
All numbers grow with the wave number. Tap an enemy to see its exact values right now.
Resources
Gold : earned from every enemy and as a bonus for each cleared wave, about 9 % more per wave. Spent on new buildings and building upgrades.
Stone : mined by quarries. Levels up Titanius automatically.
Starglow : produced by Titanius. Spent on Titans.
Titanius
Titanius is a fallen Mega Titan lying at the end of the road. It takes up 12 tiles: two arms of 5 tiles reach forward on both sides of the last 3 road tiles, and its head and chest take the last 2. Enemies walk between its arms and attack its head.
Its 12 hexes are shown and managed in the Titanius tab, laid out like on the map: hands at the top, head and chest at the bottom, road in the middle.
6 tower slots , 3 on each forearm, right beside the end of the road. To equip Titanius, drag a tower from the map into the Titanius tab and drop it on an arm hex. The tab opens by itself while you drag a tower and the hex under your finger lights up green. Dropping on a matching tower merges as usual, dropping on another tower swaps them. You can also drop a tower on Titanius on the map, and it goes to the nearest free arm slot.
On the map Titanius is drawn as the giant itself, not as a row of towers. Each equipped slot shows as a small gun on the forearm, lit in the tower's colour, that turns towards its target. Towers on the arms work exactly like towers on the map, including beacon boosts and merging with matching towers next to them. Only towers fit there.
To take a tower off, drag it out of its hex in the Titanius tab : onto the map, onto another arm hex or onto Sell. The buttons under the hexes do the same.
Head : the part enemies strike. When its health runs out, the wave fails.
Energy Core : in the chest. It produces the starglow for your Titans.
Barracks I and II (upper arms) train soldiers during waves. Soldiers leave from the head of Titanius and run up the road towards the enemies. Where the road splits at the top, Barracks I soldiers take the left road and Barracks II soldiers take the right road . On the central road they run side by side, Barracks I on the left and Barracks II on the right.
When a soldier reaches an enemy it fights it in close combat. The first soldier on an enemy holds it in place while the enemy strikes back. Other soldiers nearby join in. A soldier that loses all its health falls, and the barracks trains a new one. Soldiers go home when a wave ends.
Upgrade the barracks with gold in the Titanius tab. At level 1 a soldier has 40 health and does 10 damage per second, with a new one every 6 seconds and up to 2 at once. Each level adds about 14 % health and 15 % damage and trains them a little faster, and every 10 levels allows one more soldier at a time, up to 8.
Ground Bay (left shoulder) sends out one Steam Crawler during waves, never more than one at a time. It patrols the central road back and forth between the junction at the top and the arms of Titanius. When a ground enemy comes within 2 tiles it stops and shells it: full damage to the target and half to enemies around it. It blocks the first enemy that walks into it, and the enemies touching it strike it. If it is destroyed, a new one rolls out after 10 seconds. It cannot hit flying enemies.
Air Bay (right shoulder) sends out one Gyro Gunship during waves. It patrols above the central road and only attacks flying enemies within 2.6 tiles. Nothing on the ground can hit it, so it is never destroyed.
Upgrade the bays with gold in the Titanius tab, starting at 60 gold. Each level makes the vehicle tougher (Steam Crawler: 150 health at level 1, about +14 % per level) and its weapon stronger (14 damage per second at level 1, about +15 % per level). Every 25 levels the weapon is replaced by a better one: Steam Cannon → Twin Cannon → Siege Mortar → Pulse Cannon for the Crawler, and Gatling Gun → Twin Gatling → Flak Rockets → Ion Lance for the Gunship.
Flying enemies : the Flitter and the Scout Drone fly. They follow the road in the air and cast a shadow on it. Soldiers and the Steam Crawler cannot reach them, but every tower, the Titans and the Air Bay gunship can.
Tapping Titanius on the map opens the Titanius tab with the hex you tapped selected.
It starts as a wreck: dark, cracked and smoking, with flickering eyes. Every level repairs it a little. Its armour is restored from the shoulders out to the hands, its eyes and starglow core grow brighter, and at level 100 it is fully repaired. The Titanius tab shows how far along the repair is.
When enough stone is collected, Titanius gains a level by itself. Each level needs more stone than the last.
Each level makes Titanius 8 % tougher and raises starglow production.
Tap Titanius on the map, or open the Titanius tab, to see progress.
Titans
Warden Titan (50 starglow): carries a railgun that reaches 7.5 tiles and fires a very fast round every 2 seconds at the enemy with the most health in range. Stormweaver Titan (150): a tesla coil on its back throws lightning that jumps between 3 enemies, more at higher levels. Lantern Titan (300): see below.
All heroes are Titans: mechanical giants of brass, steam and future steel. Buy and upgrade them in the Titans tab with starglow, or select one and press Upgrade. Titans can be moved but not sold.
The Lantern Titan
He takes up 2 × 2 tiles and carries up to 9 towers in a 3 × 3 grid of small hexes on his platform.
To carry a tower , drop it on one of his hexes. Dropping on an occupied hex swaps the two towers. To take a tower back, drag it from his hex to the map.
Carried towers fire from where they sit, with their normal range and damage.
The 3 × 3 grid works like the map: a carried Beacon boosts the carried towers on the 8 hexes around it. Boosted hexes are tinted purple. Put a beacon in the middle hex to boost all 8.
All carried towers fire 15 % faster, +1 % per Titan level. Towers on the map within 2.2 tiles of him get the same bonus.
Drag him by an empty hex or his edge to move him. He needs 2 × 2 free tiles to stand on, shown in green (or red if blocked).
Carried towers can't merge. Take them back to the map to merge them. You can sell a carried tower by dragging it onto Sell.
Level caps and breakthroughs
Towers, buildings, Titans and Titanius can all reach level 100 to begin with.
When Titanius reaches the cap, a Breakthrough button appears in the Titanius tab: a hard wave with three Night Giants. Beat it to raise every cap by 100. This repeats without end.
While you are away
For up to 12 hours, quarries keep mining, Titanius keeps producing starglow and workshops fill up. A message shows what you collected when you return.
Selling
Towers sell for half their value, buildings for half the gold paid for them. Titans cannot be sold.
Account and saving
On the website your progress is saved to your account every 20 seconds, after each wave and when you leave the page, so you can continue on another device. The dot next to your name shows the save status.
New game (bottom of the side panel) starts over. It asks you to tap twice.
The version button next to the title shows what has changed in each version.