ShapeyWave

Casual roguelike · Plays in your browser

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You get one turret, planted in the middle of the screen. Shapes come at it from every direction and it shoots them all by itself. Every kill drops credits. Spend them mid-run on a bigger gun, a longer reach, a faster trigger, and watch how much further the next wave takes you. Nothing you buy ever goes away. The run ends, the build stays, and you go again.

How it plays

The wave walks in

They come from every edge at once. Some sprint, some lumber, some refuse to hold a straight line.

Every fifth wave has a plan

From wave 8 they start arriving together, in packs, pincers and full rings. Every fifth wave is a special the banner calls out: a Speedy Rush, a Surrounded that closes in from every side, or a Tank Wall.

The turret handles the aim

You never touch the trigger. It finds and shoots its own targets, and you tell it which: the closest, the furthest, the toughest, the weakest, the fastest, or any Credit Check in reach. Every guard tower takes its own orders.

Buy, die, keep it

Credits go in between waves and stay bought. Every run you lose leaves you with a turret that survives longer next time.

The roster

Wave 1

Basic

Walks straight in. No tricks, no mercy, just more of them every wave.

HP
5
Credits
10
Speed
100
Contact
2
Path
Straight
Wave 5

Speedy

Triple speed, cutting hard left and right the whole way in. Blink and it is already on you.

HP
3
Credits
5
Speed
300
Contact
1
Path
ZigZag
Wave 10

Tank

Slow, thick and heavy-handed, and it comes on in surges rather than at a walk. Pays the best of any early enemy.

HP
15
Credits
20
Speed
50
Contact
3
Path
Lurch
Wave 15

Wobbler

Weaves as it walks, and every hit you land makes it weave harder.

HP
12
Credits
9
Speed
70
Contact
2
Path
Sine wave
Wave 20

Ratio

Spirals in rather than walks, circling quicker as the ring tightens. Its numbers climb every wave until it owns the screen.

HP
15
Credits
12
Speed
60
Contact
2
Path
Orbit
Wave 25

Tele

Shrugs off the first hit of every life outright, then blinks away from that one and from every one after it.

HP
5
Credits
7
Speed
150
Contact
2
Path
Straight
Wave 30

Shielder

Fifty hit points behind a shimmering shield, weaving in slow and wide. The wall of the roster.

HP
50
Credits
20
Speed
50
Contact
1
Path
Sine wave
Wave 35

Pooler

Drifts in on no line you can read, and drains health out of the enemies around it every time you hit it. Catch it alone.

HP
35
Credits
8
Speed
100
Contact
2
Path
Wander
Wave 40

Healer

Killing it heals everything standing near it, and it drifts in wide enough to always find company. Sometimes the answer is to wait.

HP
15
Credits
15
Speed
100
Contact
2
Path
Wander
Wave 45

Damager

Hangs back at half pace until it is close, then runs the last stretch at over three times its speed. It borrows damage from every neighbour.

HP
10
Credits
7
Speed
100
Contact
1
Path
Charge
Wave 50

Carrier

Lurches in, hits harder than anything else on contact, and bursts into four more when it dies.

HP
25
Credits
11
Speed
25
Contact
5
Path
Lurch
Wave 55

Sacraficer

Cuts side to side and speeds up every enemy around it. Kill it first or the whole wave arrives early.

HP
5
Credits
10
Speed
100
Contact
2
Path
ZigZag
Wave 60

Durgler

Weaves in fast, then dashes sideways and back on every hit, kiting your turret across the field.

HP
5
Credits
10
Speed
150
Contact
2
Path
Sine wave
Upgrade

Credit Check

The one shape you want to catch. Buy Credit Checks and it takes the place of an ordinary shape, drifts round the turret for five seconds, then bolts. It never hurts you, carries twenty Tanks of health, and pays 55 only if it does not get away.

HP
300
Credits
55
Speed
80
Contact
0
Path
Loiter, then flee

The arsenal

Base

Health

How many hits get through before the run ends. A hundred levels deep, and the thing you are still buying a hundred waves from now.

Base

Range

How far out the turret starts working. Fifteen levels take it from 400px to 700, pushing the fight away from you and buying back seconds.

Base

Rotation

How fast the barrel swings onto its next target, 3.5 up to 9.5 over thirty levels. The difference between tracking a wave and chasing it.

Base

Energy Shield

A shield around the base holding one charge a level, up to three. Each charge swallows a hit whole, however big it is, and a spent one comes back every 30 seconds.

Base

Armour Plating

Takes a point off every hit that gets through, one a level up to three, never below 1. Contact damage never ramps with the wave, so a point off is worth as much at wave 100 as at wave 10.

Weapon

Damage

Straight damage per shot, half a point at a time. Enemy health starts climbing at wave 20, and the last levels keep the turret ahead of it.

Weapon

Fire Rate

The gap between shots, from four fifths of a second down to a twentieth. Cheapest thing on the board and the biggest jump in output.

Weapon

Multi Shot

One barrel, then two, then a three-round spread. Two levels, priced like the late game they belong to, and they turn a clean line into a cone.

Weapon

Piercing

Shots punch through the first shape into whatever is queued behind it, up to three deep. The answer to anything that arrives single file.

Weapon

AoE Size

Widens the blast that lands with every hit, five levels from 5 out to 30, until the small stuff has stopped being a problem at all.

Weapon

Bullet Speed

How fast the shot crosses the gap, fifteen levels from 200px a second up to 1325. Fast enough and the dodgers stop getting out of the way.

Weapon

Bullet Size

A bigger round is a bigger hitbox, twenty levels of it, up to double what you started with. Quiet, cheap, and it never stops paying.

Weapon

Lightning Rounds

Hits jump to the shapes standing nearest the one you struck. Each level is another point of arc damage, another enemy caught, more reach.

Weapon

Incendiary Rounds

Every hit from the turret sets the shape burning for three seconds, at 1, 2 then 3 damage a second. Hit it again and the fire starts over rather than stacking.

Weapon

Cryo Rounds

Each hit has a 10% chance, then 20%, to freeze the shape solid for a second: no walking, no weaving, no dashing. A shape that has just thawed cannot be frozen again straight away.

Weapon

Knockback Rounds

Every hit shoves the shape straight back, 20px and then 40px. It always gets time to walk that ground back before the next shove, so a wave slows down but never stalls.

Other

Homing

How hard a shot may bend after the enemy it was fired at. Three levels, a radian a second each, against a barrel that traverses at 3.5.

Other

Slowing Field

A ring around the turret that takes a quarter, then half, off the speed of everything inside it. Two levels, the second covering 400px.

Other

Guard Towers

Up to five small turrets posted around yours. They keep the fire rate a new save starts with, but hit for half your Damage and borrow your Bullet Speed and Range, so they keep pace with the run. Each one can be told what to aim at.

Other

Shockwave

A ring pulses out from the turret every 8, 6 then 4 seconds, reaching 100, 250 then 400px, and stuns everything it touches for a second. No damage, just time to work through a crowd.

Other

Orbiting Blades

One, two, then three saws circling 140px out, turning faster at every level. They cut whatever they pass for your Damage, right in the last stretch before a shape reaches you.

Other

Proximity Mines

The turret lobs mines out around itself, one every 6 seconds at first and every 2.5 by level five, up to ten down at once. Each blows under the first shape to step on it, with a bullet blast twice the size.

Other

Missile Pod

Rocket pods on the turret fire homing missiles at the toughest shapes in range every 4 seconds. One pod, then two, and each missile hits for double Damage with a blast half again as wide as a bullet leaves.

Other

Field Repairs

Every wave you clear patches the turret up, 1, 2 then 3 health a wave, never past its maximum and never in the middle of a fight.

Other

Second Wind

Once a wave, a hit that would end the run leaves the turret on 1 health instead and blasts the ground clear: 150, 250 then 400px out, at 2, 3 then 4 times your Damage. It rearms with the next wave.

Other

Credit Checks

Each shape in a wave gets a 2%, 4% then 6% chance to arrive as a Credit Check instead: a harmless target worth 55 credits, with twenty Tanks of health, that bolts after five seconds.

Other

Head Start

Begin a run on wave 5, 10 or 20 instead of wave 1. Each level goes on sale once your best wave is double the one it opens, and the waves you skip pay nothing.

Details

Overview

Genre
Wave survival, turret defence
Engine
Godot 4
Players
Single-player
Platform
Browser — no download
Controls
Auto-aim and auto-fire, with six targeting modes
Progression
Credits and upgrades persist between runs
Speed
4× fast-forward toggle on the menu button
Price
Free to play

System requirements

Minimum

  • OS — Windows, macOS, Linux, ChromeOS
  • Browser — Chrome, Edge, Firefox or Safari, current version
  • Processor — Any dual core from the last decade
  • Memory — 2 GB RAM
  • Graphics — WebGL 2 support, 1280×720
  • Storage — No install, runs in the browser

Recommended

  • Processor — Any quad core from the last five years
  • Memory — 4 GB RAM
  • Display — 1920×1080

Hardware acceleration should be left enabled. Credits and upgrades are saved in the browser, so play on the same browser to keep your progress.