

A hand-drawn survival tower defense on a hostile alien world. No fixed lanes — towers and ice walls reshape the swarm in real time. Command engineer Mulan on the front line, trigger spore-chain reactions, and hold a collapsing mine. The full game expands the roster, enemies, and battlefields.
Overview
A hand-drawn survival tower defense on a hostile alien world. No fixed lanes — towers and ice walls reshape the swarm in real time. Command engineer Mulan on the front line, trigger spore-chain reactions, and hold a collapsing mine. The full game expands the roster, enemies, and battlefields.
Description
Crash-landed on a dying alien world. The planet itself wants you gone.
You are Mulan, a ship engineer. The crash scattered your crew, and all that is left beside you is one running Purification Core. As long as it glows, the corruption stays out — and you stay sane. The swarm has already followed the ore veins into the mines.
This is not memorize-the-track tower defense. Enemies path dynamically through pits and open terrain: every turret and every ice wall you place rewrites their route to you. Shape the battlefield like an RTS — funnel, split, corner, then focus fire.
Alien creatures are not stat sticks — they react to each other:
This is only the beginning — the full game will add more enemies and deeper ecological rules.
Mulan is no spectator behind the walls:
She also critiques ballistic deviation and calls out bad build decisions with cold precision.
The full game expands the roster: different heroes mean completely different defensive rhythms.
The Core is your lifeline: repair it first, then defend; upgrade it to expand the purified zone; lose it and it is over. Each wave hits harder, and every gap in your line will be punished.
The dying world will not give you a single foothold. The full game expands across mines, wastelands, and later chapters — terrain, swarm routes, and ecological pressure all shift, forcing you to rebuild your defense logic.
Ink lines and watercolor textures: wastelands, glowing fissures, colossal skeletons and your wrecked ship. Cute art, cruel situation. The furious watercolor zergling on the store icon? That is just Tuesday on this planet.
A playable mine-pit mission (about 8–15 minutes on a first run, including the crash intro and tutorials): command Mulan, 2 tower types, 3 enemy species (Zerglings / Sproutlings / Emberlings), and the spore chain — no fixed lanes, reshape the swarm with turrets and ice walls.
In development for the full game: more playable heroes, more maps and enemy ecosystems, deck-building cards, the three-essence economy, elites & bosses, more chapters. Wishlist to watch it grow.
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