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Game Mechanics

Scaling formulas, party modifiers, and tower-specific mechanics. All values are auto-generated from the canonical data files.

Enemy HP Scaling

Enemy HP scales linearly with wave number:

$$ \text{HP}(w) = \text{baseHp} \times (1 + 0.12 \times w) $$

WaveMultiplierExample (100 base HP)
11.12×112
51.60×160
102.20×220
152.80×280
203.40×340
254.00×400
304.60×460

Enemy Armor Scaling

Enemies gain +1 armor every 5 waves:

$$ \text{armor}(w) = \text{baseArmor} + \lfloor w \div 5 \rfloor $$

WaveBonus armor
1+0
5+1
10+2
15+3
20+4
25+5
30+6

Party Size HP Scaling

Enemy HP is multiplied by a factor based on the number of players in the party at game start. Solo play is intentionally easier:

PlayersHP multiplier
10.7×
2
31.25×
41.5×

The full HP formula combining both wave and party scaling:

$$ \text{HP} = \text{round}(\text{baseHp} \times (1 + 0.12 \times w) \times \text{partyMult}) $$

Prep Time Scaling

Base prep time between waves is 20s. Smaller parties get more time to gather resources:

PlayersMultiplierPrep time
11.5×30s
220s
30.9×18s
40.75×15s

Void Annihilator — Inferno DPS

The Void Annihilator fires a continuous beam that ramps damage the longer it stays locked on a target:

$$ \text{DPS}(t) = \text{baseDps} + \frac{(2t)^3}{5} $$

With baseDps = 0 and max lock time = 5s:

Lock timeDPSCumulative damage
0.0s0.00
0.5s0.20
1.0s1.61
1.5s5.44
2.0s12.810
2.5s25.023
3.0s43.244
3.5s68.678
4.0s102.4130
4.5s145.8203
5.0s200.0303

The beam resets when the target dies, leaves range, changes, or the tower is disabled by a nullifier.

Tower Craft is in closed beta.