Chad Linden
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Hull Breach

Playable

Sci-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)