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Choose your targets. Decide what survival is worth.

Your weapons still fire automatically, but you can now set their targeting priorities. Keeping Scrap in Reserve can earn a small payout, while enemies pushing closer make spending it a real alternative.

Game Update #8

Give the machine a priority

  • Balanced keeps each weapon family's usual targeting. Intercept favors enemies closing on the Sentinel, Hunt favors tactical threats such as support and siege units, and Break favors bosses, Checkpoints and durable targets.
  • During combat, changing priority starts a six-second command cooldown. Between waves, you can change it freely.
  • These are targeting preferences, not damage boosts or manual aiming. Weapon range, committed attacks and each weapon's role still matter; radial and contact weapons keep their existing behavior.

Save Scrap, or spend it to stay alive

  • Carry Scrap into a wave and protect that Reserve to earn +1 Scrap per 20 held, up to +5, after a successful clear. Wave 30 has no Reserve payout.
  • The reward starts from the Scrap you bring into the wave. Spending below that amount can lower it; earning Scrap during the fight cannot raise the current wave's Reserve again.
  • Your Scrap is never locked. Buy the upgrade, repair or reroll when you need it. Purchase previews and repair tooltips show the Reserve you would give up.
  • Reserve is separate from Income: one rewards holding Scrap through a fight, the other asks you to invest in future payouts.

More pressure near the tower

  • After the opening six waves, selected melee threats can enter closer along their attack lanes and commit more strongly as they approach the Sentinel.
  • Breachers begin their warning farther out and cover more ground with their dash. Bosses and ranged attackers keep their own approach rules.
  • Ordinary enemies after Wave 10 have more health, with larger increases for heavy and tactical roles. This durability adjustment does not increase their attack damage or change boss and Checkpoint health.

What we want to learn from a run

  • Did changing target priority help you answer a threat you could see?
  • Was there a moment when keeping Reserve stopped being worth the risk?
  • Did enemies reaching the tower make defense useful without making damage feel unavoidable?