12 agesFrom a hut to a star fortress.
Each age lasts ten levels and ends with a boss. Your tower grows in three stages, four new defenses join your tray and the enemies learn a new trick. The interface never changes; only the age's color does.
Age 1 · Lv. 1–10
Stone Age
Hut → Watch House → Clan Fort
RuleFour roads, eight waves. Enemies are all one kind; the boss is slow.
Age 2 · Lv. 11–20
Bronze Age
Bronze Forge → Bronze Bastion → Metal Fort
RuleShielded enemies block hits from the front. Hit their side or back.
Age 3 · Lv. 21–30
Antiquity
Columned Temple → Council Tower → Marble Palace
RuleArmored rows of three: armor soaks 5 HP per hit. Heavy hits and area damage pay off.
Age 4 · Lv. 31–40
Middle Ages
Stone Lookout → Bastion → Royal Castle
RuleFlying enemies skip the roads. Only some defenses can hit them.
Age 5 · Lv. 41–50
Gunpowder Age
Cannon Redoubt → Fort Bastion → Star Fort
RuleSome enemies shoot your defenses from afar. Keep an eye on their health.
Age 6 · Lv. 51–60
Steam Age
Boiler Tower → Gear Tower → Clock Tower
RuleHeavy units ignore traps. Don't rely on slowing defenses alone.
Age 7 · Lv. 61–70
Electric Age
Dynamo Shed → Coil Tower → Lightning Plant
RuleAt night defenses hit weakly; those in bulb light hit at full power. Some enemies deflect shots.
Age 8 · Lv. 71–80
Atomic Age
Dome House → Reactor Dome → Missile Base
RuleThe Flying Saucer dodges shots. It can be hit inside radar range.
Age 9 · Lv. 81–90
Digital Age
Server Tower → Data Fort → Network Core
RuleTeleporters jump ahead on the road. Keep the tower's side covered.
Age 10 · Lv. 91–100
Robot Age
Assembly Shed → Mech Fort → Mega Mech
RuleRoads flow like belts, and enemies speed up.
Age 11 · Lv. 101–110
Space Age
Launch Pad → Moon Base → Orbital Station
RuleMeteors ignore the road and fall straight on the tower. Guard around it.
Age 12 · Lv. 111–120
Cosmic Age
Star Core → Nebula Tower → Cosmic Gate
RuleSome enemies split in two when defeated; some are invisible. The Light Shield reveals the invisible.