DEEN ▶ Play now

Towers & Defenses

Models

Every tower at every upgrade, just like in the game. Click a tower for its details, scroll to zoom, hold the right mouse button to pan.

The preview needs a browser with WebGL.

Can only be built in the power area (Atlas 8 tiles, each power pylon 6 tiles).

TowerCostHitsDamage typeRange
MG100 goldGround · AirLight4.5
Sniper175 goldGround · AirArmor-piercing9
Mortar200 goldGroundExplosive8
AT Gun250 goldGroundArmor-piercing5.5
Flamethrower180 goldGroundFire2.5
Rocket Launcher300 goldGroundExplosive7
Ammo Depot150 goldGround · Air–3
Flak175 goldAirExplosive8
Artillery450 goldGroundExplosiveentire map
Spotter Post120 goldGround · Air–5
Tesla Coil220 goldGroundElectric1.5
Resonator200 goldGround · AirLight1.5

MG 100 gold

Swarms, all-rounder, also hits flyers. Overheats under sustained fire.

LevelDamageShots/sRangeDPS
187.14.557
2117.1579
3167.15.4114

Specializations

Crystal weapon

Shard Spray: 1.9× damage, crystal skin has no effect. Crystal rounds shatter: every burst hits 2 more targets in range.

Upgrades: level 2 for 60, level 3 for 100 gold, level 4 (specialization) for 200 gold: Twin MG or .50 Cal.

Emplacements & Combos

Sniper 175 gold

Long range, armor-piercing, targets the strongest. Also hits flyers.

LevelDamageShots/sRangeDPS
11500.6991
22100.69.9127
32940.610.9178

Specializations

Crystal weapon

Prism Shot: 1.8× damage, crystal skin has no effect. The shot refracts in the crystal and pierces up to 4 more enemies along the line.

Upgrades: level 2 for 105, level 3 for 175 gold, level 4 (specialization) for 350 gold: Anti-Materiel or Recon.

Emplacements & Combos

Mortar 200 gold

Area damage with flight time. Minimum range! No flyers.

LevelDamageShots/sRangeDPS
1500.5825
2700.58.835
3980.59.749

Specializations

Crystal weapon

Crystal Seed: 1.3× damage, crystal skin has no effect. More shells per salvo (+1).

Upgrades: level 2 for 120, level 3 for 200 gold, level 4 (specialization) for 400 gold: Battery or Incendiary Shells.

Emplacements & Combos

AT Gun 250 gold

Tank buster: massive single-target damage, slow. No flyers.

LevelDamageShots/sRangeDPS
14000.35.5133
25600.36.1187
37840.36.7261

Specializations

Crystal weapon

Crystal Core: 1.8× damage, crystal skin has no effect. Ignores all armor and pierces up to 3 more enemies along the line.

Upgrades: level 2 for 150, level 3 for 250 gold, level 4 (specialization) for 500 gold: Shaped Charge or Penetrator.

Emplacements & Combos

Flamethrower 180 gold

Area damage in a cone (60°): hits ALL ground enemies in it and sets them on fire.

LevelDamageShots/sRangeDPS
12102.520
23102.830
3410340

Specializations

Crystal weapon

Crystal Flame: 1.5× damage, crystal skin has no effect. Enemies burn 1.5× as long, range grows to 1.25×.

Upgrades: level 2 for 108, level 3 for 180 gold, level 4 (specialization) for 360 gold: Napalm or High Pressure.

Emplacements & Combos

Rocket Launcher 300 gold

12 rockets into an area, long reload. No flyers.

LevelDamageShots/sRangeDPS
125 × 120.1738
235 × 120.17.753
349 × 120.18.574

Specializations

Crystal weapon

Crystal Swarm: 1.8× damage, crystal skin has no effect. 4 extra rockets per salvo.

Upgrades: level 2 for 180, level 3 for 300 gold, level 4 (specialization) for 600 gold: Cluster Munitions or Quick Loader.

Emplacements & Combos

Ammo Depot 150 gold

Towers in range fire faster (does not stack).

Specializations

Crystal weapon

Crystal Ammo: Towers in range also reload 15 % faster and hit armor better.

Upgrades: level 2 for 90, level 3 for 150 gold, level 4 (specialization) for 300 gold: Large Depot or Special Ammo.

Flak 175 gold

Air defense: barrage fire with area damage – hits ONLY flyers.

LevelDamageShots/sRangeDPS
1184872
22548.8100
33549.7140

Specializations

Crystal weapon

Crystal Flak: 1.8× damage, crystal skin has no effect. Also fires at ground targets (50 % damage) and reloads 1.5× as fast.

Upgrades: level 2 for 105, level 3 for 175 gold, level 4 (specialization) for 350 gold: Radar or Dual-Purpose.

Emplacements & Combos

Artillery 450 gold

Whole map, but only at observed tiles (Spotter, sniper “Recon” or the Atlas searchlight). Target selectable: largest group, first (closest to the Atlas), strongest or support. Slow, huge impact. No flyers – tiles with only flyers are ignored.

LevelDamageShots/sRangeDPS
12200.2–44
23080.2–62
34310.2–86

Specializations

Crystal weapon

Crystal Fuse: 1.5× damage, crystal skin has no effect. Every impact is followed by 2 after-shards with 40 % damage on the tiles next to it.

Upgrades: level 2 for 270, level 3 for 450 gold, level 4 (specialization) for 900 gold: Barrage or Precision.

Emplacements & Combos

Spotter Post 120 gold

Scouts the terrain: Artillery fires ONLY at targets on spotted tiles. Deals no damage itself.

Specializations

Crystal weapon

Crystal Lens: Enemies in its range take +15 % damage from all towers.

Upgrades: level 2 for 72, level 3 for 120 gold, level 4 (specialization) for 240 gold: Radar or Fire Control.

Emplacements & Combos

Tesla Coil 220 gold

Chain lightning: triggers as soon as an enemy stands right next to the coil and jumps from there from enemy to enemy across neighboring tiles – up to 3 tiles. In water the whole body of water is electrified. No stun, ground only.

LevelDamageShots/sRangeDPS
1240.71.516
2340.71.723
3470.71.831

Specializations

Crystal weapon

Crystal Conductor: 1.5× damage, crystal skin has no effect. The chain jumps 2 tiles further and hits 2× as many enemies.

Upgrades: level 2 for 132, level 3 for 220 gold, level 4 (specialization) for 440 gold: High Voltage or Overload.

Emplacements & Combos

Resonator 200 gold

Sonic pulse that makes crystals vibrate: enemies on the tiles right next to it (ground and air) are in resonance – +20% damage from all towers – and anything that dies there drops splinters as if on crystal ground (10% of its kill gold, not twice).

LevelDamageShots/sRangeDPS
1011.50
2011.70
3011.80

Specializations

Crystal weapon

Crystal Choir: Stronger resonance (+15 percentage points), and crystal skin has no effect in its radius.

Upgrades: level 2 for 120, level 3 for 200 gold, level 4 (specialization) for 400 gold: Deep Resonance or Breaking Frequency.

Emplacements & Combos

▶ Play now

Atlas Defense: co-op and controls

Create a room and share its eight-character code. Up to four players build on one authoritative map with separate wallets. The room creator can remove teammates. Chat opens with Enter or a click. On desktop it stays transparent and can be dragged. Teammates have small colored cursors; team markers last eight seconds.

Double-click an owned tower to select all owned towers of that type and level. Upgrade, specialize, change priorities or sell the selection together. Specialization shows total gold and the amount missing. On touch devices, choose a building and position, then confirm. The lower Build, Orders and More tabs can be collapsed.

Atlas, pylons and bridges

Pylon range comes first in the Atlas menu; Protocol Zero is last. Each pylon range level adds 3% of its original six-tile range, up to ten levels. Existing pylons and connections update immediately. The Atlas power radius remains eight tiles. The pylon limit starts at six and increases by three every 25 waves. Each pylon costs 100 gold.

A defence bridge costs 10,000 gold with shared funding. Choose a valid position on the crystal scar and north or south as the defence side. Ground enemies cross to that side; flying enemies are unaffected. A faint planning preview appears before building. Demolition gives no refund and waits for enemies to leave safely.

Difficulty, waves and gold help

Choose before starting: Relaxed (80% enemy HP), Standard (100%), Hard (125% and 15% extra combat/wave gold), or Ultra (150%, no extra gold). Relaxed and Standard use original Atlas prices; Hard and Ultra keep increased prices. Difficulty is locked during play and leaderboards have separate filters.

Every 25th wave adds another 15% HP. Clearing a milestone awards 250 gold per active player and repairs up to 10% of maximum Atlas health, rounded up. The reward is paid once. Hard's bonus does not multiply starting gold, transfers, refunds, casino wins or fixed milestone rewards.

Each connected player approves 0–25 early waves. The lowest approval applies; up to 25 waves may be active. Gold help transfers 50, 100, 250 or 500 gold to an active teammate without fees. Restart and quit need approval from all connected teammates.

Planning, daily maps and the crystal slot machine

The optional daily map uses the current date in Europe/Berlin as DDMMYYYY (13 October 2026: 13102026). Random maps and manual seeds remain available. Running maps never change at midnight. The wave preview highlights flying enemies, armor and swarms. The tower overview shows counts, levels, specializations, damage, kills and investment.

The crystal slot machine can run in a compact background window while you build. Automatic paid spins must be explicitly enabled and can be stopped. Free spins continue in the background. FPS appears at the upper left.

Rooms and chat stay in server memory and end on server restart. Game saves are disabled. Server leaderboards persist separately.

Compact controls

Click the Atlas in the center to open its upgrades. Wave approval is in the top bar; Space starts or calls waves early with the existing team approval. The lower action bar contains Bridge, Mark, Tower overview and Crystals & radio. Gold help and Leave room are in the co-op settings.

Crystal weapons, shards and radio

Build an owned tower on crystal ground, upgrade it to level 3 and choose a specialization (J/K). Then select Crystal upgrade in the tower menu or press L. Pay with shards. Each additional owned crystal weapon increases the price by 10% of the base cost.

Kills on crystal ground or in a Resonator field add shards worth 10% of the kill reward. Crystal weapon kills add another 10%. Fractions accumulate; active teammates share whole units.

Radio: kills contribute 0.25 and combos 0.1, limited by a shared budget. The budget refills at 36 radio per simulation minute and stores 60; waiting alone does not credit radio. Bosses grant 80 extra radio. The base player limit is 600. The Atlas radio upgrade increases capacity and budget. Radio pays for support orders, which also have cooldowns.

Solo: north only or both sides

Choose your solo defence sides before starting. North only routes future spawns through northern entries. Enemy count, HP and rewards stay the same. With two connected players both sides are enabled. If only one remains connected, the chosen solo rule applies to enemies that have not spawned yet. Living enemies are never moved.

Text chat, emojis and voice chat

In co-op, press Enter or click the room chat. Use ☺ to insert an emoji at the cursor and send it with your message. On desktop, chat stays visible with a transparent background and can be dragged by its title; on mobile, you can collapse it.

Each participant clicks “Join voice” and grants microphone permission to speak. “Mute” switches off your microphone; the volume slider controls the other voices. The participant list shows who joined, is muted or connected. If your browser blocks playback, click “Enable audio playback”.

Voice is optional and limited to participants in the same room. The microphone stops when you leave voice, leave the room or lose the game-server connection. After reconnecting, join voice again. There is no recording. Use the HTTPS game address and preferably headphones. If voices do not connect despite microphone permission, the operator may need to configure a TURN server.