Mobile: drag the screen to move around, tap on the tower then tap on the location you want to place it, DO NOT drag the tower. PC: drag or use WASD to move around, I and O or Scroll with the mouse to zoom, click to place. E to upgrade and R to cycle through targettings, Q to sell. Nothing is final, and it will receive updates. Turbowarp: https://turbowarp.org/1043749753 --------Towers-------- Scout - Intended for early game purposes, and having the quickest recharge. Militant - A bullet type tower that is able to fire many times in quick succession in later upgrades, but may struggle against high armoured enemies. Mage - A tower with magic attacks, but is quite a handful to upgrade. When fully upgraded, it rivals Sniper's range. Demoman - A blast attack tower that is cheap and has mediocre crowd-control. Sniper - Long ranged bullet tower that has bullet resistance pierce on level 3. Having a large group of snipers can shred tanky foes. Outlaw - A mix of economy and damage. Will give cash once he does a certain amount of damage but will go on a longer cooldown. Sentry - Expensive and usually used only for dire circumstances, a sentry can swiftly deal with tanky enemies and even do a number to bosses. Not built to last however. Rocketman - Blast tower that does high single target damage and a third of it's damage to enemies surrounding the main target. Investment Device - A machine purely to provide huge payouts. When an enemy is detected, will drain $30 continuously until at least 5 waves has passed since the wave it activated. Rewards 50% more the amount drained upon doing so, destroying itself in the process. Caster - Short range, but fires extremely concentrated and condensed magic power, providing a slightly cheap option for high armoured enemies earlier on while being nukers in the late game. ----------Gamemodes---------- Tutorial (Finished) Plague, Easy - 25 waves (Balancing) Plague, Advanced - 30 waves (Balancing) Plague, Nightmare - 20 waves (Creating)
Freedom of giving yourself cash is to help get through the demo easily and see the enemies featured in the late game. Turbowarp is recommended but not neccesary. Some buttons for fun: Press (1) to start the next wave immediately, (space) to bring up the spawn panel (type kill to kill every enemy). (2) to reset the tower cooldown. ------BUGS------ System incorrectly counting the amount of active enemies. Lives being restored out of nowhere. Being able to place on paths. Towers being killed before being placed (?) --------Music-------- Many of the music tracks used come from famous Roblox Tower Defense games. This includes TDS, TDX, Doomspire defense and other sources. View the MUSIC sprite for more information. Updates: ----2026---- 30th August - Made changes to abandoned town. 28th August - Calling this V0.2.0 lol. Speaker text now uses costumes and stamps instead of the inbuilt "say" block. 26th August - Added more abilities to zerrflayer. 25th August - Fixed the pathing for enemies going backwards (Charger, Zerrflayer) 24th August - Made some balance changes to Militant, Sniper and Outlaw. Added more stuff to Zerrflayer. Warden has a new ability. 22nd August - Reverted the 27th May change (Scroll down to see). Some bug fixes with Extra UI stuff. 6th August - Fixed some bugs I caused yesterday. Status effects tier changed to have a linear effectiveness (Burn 1 does 5 damage, Burn 2 does 10, Burn 3 15 dmg and so on). 5th August - Tried to fix placing towers on the path but still failed. 21st July - Vfx for Effects improved. Made the version V0.1.1 (im so funny) 19th July - Enemy status effects in testing phase. 14th July - Replaced Recycler with Investment Device, as recycler was an underbaked idea. 10th - 13th July - UI improvements and some tower rebalancing. 8th July - New boss in the works. 29th June - Added 2 joke enemies (press space). 13th to 19th June - Added recycler and caster tower. More tower rebalancing changes. "Aggro" enemy skill added. 10th June - Added rocketman. Added more mechanics to sarcophagus. 5th June - Fixed "enemy dancing". 1st to 3rd June - Made changes to charger's model. Tweaked enemy frame changes in enemy movement. UI improvements. Wave automatically skips once it detects 0 active enemies when the skip button is shown. Added basic boss health bars. 31st May - Added "sentry" tower, fixed tower placement boxes. 29th May - Moved out of demoV2 and to beta V0.1. Named the game "DISREALITY". Added a unique enemy to egyptian desert. 27th May - Dealing damage to an enemy with higher defense deals 0 instead of 1 damage. This is to prevent the usage of fast firerate towers chipping down the health of high defense enemies instead of utilising high damage towers. 24th May - 1 new map, bug fixes, hopefully the RoF bug can be felt less. Nerfs to plague enemies. 21st May - Bug fixes. 20th May - You can no longer place on paths. Outlaw cash gain buffed, militant max level rebalance, mage's range increase and now deals 15 damage again. Dialogues have been updated. 19th May - Advanced mode is 70% complete. Removed mutated brute from code. First unique boss in the works, and hopefully fixed a bug that causes lag at a random point in time. Added a loop to Abandoned Town. 17th May - Added map selection and a new map. Fixed a bug where there wasn't any way to reset the targetting of a tower. 16th May - Rebalanced the last upgrade of Mage from 15 dmg to 10 dmg, but increased range by at least 1.5x. Cost from 16500 to 10500. 15th May - New mechanic: "Cooldowns" (basically PVZ). Updated menu screen and introduced SFX. 14th May - "Charger" enemy in the works. Some UI improvements. Fixed a bug where no enemies would spawn on a wave. Brute enemy now has 1 defense. Scout nerfed.