Hull Breach
PlayableSci-fi tower defense where the turrets are the maze.
About
Hostile ships warp onto a station deck through two gates and run for the airlocks. There is no fixed path: turrets can go anywhere on the open deck, so the walls you build are the maze the enemies have to crawl through — and they re-plan the instant it changes, which means selling a turret mid-wave turns a crowd around. Seven turrets with four levels each, eight hostile types, fifty waves. The simulation is DOM-free with a seeded RNG and a fixed 60 Hz tick, so the same file runs headless: twenty tests cover pathfinding, placement, combat and determinism, and a balance bot plays every difficulty to report how far it gets.
Controls
- Pick a turret, then build
- 1–7, click
- Upgrade / sell / targeting
- U / S / T
- Send the next wave early
- N
- Pause / speed
- Space / F
- Show hostile routes
- P
Built with
- Canvas 2D
- Plain ES modules
- No build step
- Deterministic sim
Where it stands
- Free-form mazing with live re-pathing(done)
- Seven turrets, eight hostile types, 50 waves(done)
- Three difficulties, tuned against a balance bot(done)
- Deterministic sim with a headless test suite(done)
- Sound and music(not started)
- More decks and an endless mode(not started)
- Mobile touch controls(not started)