Circuit Keep
Maze tower defense with no fixed paths — the INTRUSIONs walk straight over your towers, so you carve their routes yourself with FIREWALLs. A capped CHARGE economy and pause-anytime planning make every placement a pure puzzle of position. Build the maze. Hold the CORE.
このゲームについて
In Circuit Keep, the intrusions walk straight over your towers. So you don't stop them with firepower — you carve their routes yourself.
It's a maze tower defense game inside a reactive circuit lattice, with no fixed paths. INTRUSIONS breach from BREACH POINTS and pathfind toward your CORE across an open grid. You wall that grid into a killing maze with FIREWALLs, line the routes with damage, and force every wave down the path you chose. No preset routes to defend and no race against the clock — just a pure puzzle of position you can pause anytime to plan.
PLACE. ROUTE. HOLD.
Modules only fire when POWER reaches them, so you're not just placing damage — you're routing the grid that feeds it from the CORE and your CHARGE NODEs. Wall off the open lattice into the routes you choose, then decide which to harden and which to throttle.
FOCUS FIRE
Placement sets the trap; focus fire wins the moment. Mark any INTRUSION with a CROSSHAIR and every damage module in range promotes it to the top of its target list — concentrate the whole lattice on the threat that matters: a SCRAMBLER slowing your defenses, a BREAKER chewing through a FIREWALL.
OVERDRIVE & OVERCLOCK
Two ways to spike your output past its baseline. OVERDRIVE ramps a whole damage family one step at a time — each step boosts output and then locks the family on a brief COOLDOWN, so you commit the CHARGE to a family and grow it across the run.
OVERCLOCK is the panic button. A meter fills faster the harder you're pressed — when your NET FLOW runs low and when INTRUSIONS breach the CORE — and climbs through TIERS. Trigger it to spend the highest tier you've reached and your whole clock speeds up for a short window: modules fire faster, SUPPLY refills faster, and OVERDRIVE cooldowns clear faster. Higher tiers run faster and last longer. Cash it early for a steady edge, or hold for the tier that turns a collapsing wave around.
TWELVE MODULE FAMILIES. OPEN PALETTE.
Damage comes in four flavors — KINETIC, THERMAL, ELECTRIC, CORRUPTIVE — and most modules layer on a STATUS EFFECT: THROTTLED slows a crowd, BURN melts a tank over time, EMP locks a target in a stutter-loop, and BITROT grinds down anything in sustained contact. Match your damage to the intrusion in front of you, or get shrugged off.
Hold a route with the BARRIER families, slow crowds with JAMMING FIELDs, boost your damage with AMPLIFIERs, and broadcast POWER across the lattice from your CHARGE NODEs. Every module you've unlocked is on the palette every wave — pure strategy.
PERSISTENT RESEARCH
Clear levels with STARS to spend on a RESEARCH GRAPH that carries permanent upgrades across your whole campaign — extra CORE HP, faster CHARGE, cheaper module classes, BARRIER reinforcement.
FEATURES
No fixed paths. Intrusions walk over your modules; you carve the maze yourself with FIREWALLs.
Branching upgrade paths. Every module has two paths leading to an L4 CAPSTONE that reshapes it — crit, knockback, pierce, and more.
Switch builds on the fly. Swap a module to its other upgrade path mid-fight to answer whatever the wave throws at you — it keeps the upgrade level you already paid for.
Two power systems to push. OVERDRIVE ramps a whole damage family one step at a time, and the new OVERCLOCK meter banks a time-warp burst that speeds up your entire lattice on command.
ROUTERS bend the route. Ordered checkpoints intrusions must hit — heal stations, speed boosters, and GATEWAYs that drag the breach point forward.
The lattice fights back. DRIFT CURRENTS can speed up or down enemy movement; buildable TRAP CELLS sear them with STATUS EFFECTS as they cross.
12 module families. 12 intrusion families, 7 elites, 3 bosses. A three-act campaign, an escalating ENDLESS mode, and a persistent RESEARCH GRAPH.
INTRUSIONS THAT FIGHT BACK
These don't just walk toward your CORE and soak damage — each family forces a different answer:
SCRAMBLER — broadcasts a field that slows the fire rate of every module near it. Stack a few and your rack barely cycles.
PARASITE — ignores the CORE at first to hunt your CHARGE NODEs, latching on to siphon your income, then detaches and turns HARDENED for its run at the CORE.
PHASE — slips intangibly straight through your BARRIERs on a cycle, beelining the CORE while your walls do nothing.
HOPPER — vaults over a FIREWALL or a gap in the wires on a cooldown, landing on the far side mid-stride.
BREAKER — a dedicated wall-chewer that takes your BARRIERs apart far faster than anything else, and shrugs off EMP.
SWARM — a networked scout: the instant one finds a clear path to the CORE, the entire wave snaps to that route.
SHARD — a crystalline shell that shatters into a cluster of SWARMs right where it dies.
PHANTOM — cloaked and deflecting KINETIC fire; you have to slow it with THROTTLED before THERMAL can land a clean kill.
SABOTEUR — a glass-cannon kamikaze immune to every STATUS EFFECT: drop it with raw damage before it reaches the CORE and detonates.
Three bosses, three rule-changes — one clamps every hit to a single point of damage (win on fire rate), one locks out whichever module family is carrying the fight, and one forks off a new intrusion every cycle, faster as its own HP falls.