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01  /  THE THREE CHANNELS

A tower is not a type. It is a mixture.

You never pick a tower from a list. You hold a colour and pour it into a tile — a new tower, or one already standing. Five doses is the ceiling, and the last one costs more than the first four together.

R
Damage and reach

Fires one heavy shot. Red carries the whole damage term, so a pure red tower hits hardest per shot and reaches furthest.

G
Slow and poison

Almost no damage of its own. Poison from several green towers now stacks, so a second and third green are no longer wasted gold.

B
Laser

Any blue at all converts the weapon to an instant beam. More blue means faster fire and more targets pierced in a line.

YELLOW · BOUNTY

Red + green. Every kill it finishes pays a premium, up to +90% gold. Pays for the rest of your maze.

MAGENTA · BLEACH

Red + blue. Strips a target's own-colour armour so your pure towers finally bite. The strongest combo in the game.

CYAN · SPLIT

Green + blue. Every hit throws a share onto two nearby enemies. Devastating where the maze doubles back.

WHITE · BEACON

All three. Deals little itself, but lifts the damage and range of every tower it touches. A support tile, not a gun.

02  /  CONTROLS

Mouse, keyboard, or thumb.

On a touchscreen: tap to inspect, tap again to pour, drag to build a wall, and press and hold to sell.