The horde is not waves — it is one relentless tide. Up to 160 000 orcs per campaign, every one simulated, every kill counted. Place every gun. Aim every barrel. Hold the line.
This is a real capture from campaign 6-2: no mockup, no touch-ups. Twenty-eight maxed emplacements, four abilities off cooldown, and the tide still coming. Every orc on screen is simulated individually: pathing, packing, burning, dying.
Towers don't auto-target — you drag each turret's line of fire and the horde flows around the damage. Char the ground with flame, freeze a lane with the cryo beam, call a strafing run… and when the line bends, drop the nuke.
Each gun holds the line differently: sustained fire, splash, area denial, chain lightning, piercing beams. All seven unlock through play; nothing is sold separately.
Paid in three currencies that come only from the field: scrap from kills, banners from survival, skulls from perfect clears. Every loss funds the next attempt, and the keep remembers your layout per level.
From the first skirmish to the final flood. Free to start; one optional unlock opens the full war. No energy meters, no chests, no second currency store. Just you, the keep, and the tide.