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.
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Can only be built in the power area (Atlas 8 tiles, each power pylon 6 tiles).
| Tower | Cost | Hits | Damage type | Range |
|---|---|---|---|---|
| MG | 100 gold | Ground · Air | Light | 4.5 |
| Sniper | 175 gold | Ground · Air | Armor-piercing | 9 |
| Mortar | 200 gold | Ground | Explosive | 8 |
| AT Gun | 250 gold | Ground | Armor-piercing | 5.5 |
| Flamethrower | 180 gold | Ground | Fire | 2.5 |
| Rocket Launcher | 300 gold | Ground | Explosive | 7 |
| Ammo Depot | 150 gold | Ground · Air | – | 3 |
| Flak | 175 gold | Air | Explosive | 8 |
| Artillery | 450 gold | Ground | Explosive | entire map |
| Spotter Post | 120 gold | Ground · Air | – | 5 |
| Tesla Coil | 220 gold | Ground | Electric | 1.5 |
| Resonator | 200 gold | Ground · Air | Light | 1.5 |
MG 100 gold
Swarms, all-rounder, also hits flyers. Overheats under sustained fire.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 8 | 7.1 | 4.5 | 57 |
| 2 | 11 | 7.1 | 5 | 79 |
| 3 | 16 | 7.1 | 5.4 | 114 |
Specializations
- Twin MG: Fires at two targets at once.
- .50 Cal: Armor-piercing, 1.6× damage at half fire rate, +50% against flyers.
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
- MG Nest: +15% Fire rate per matching tower directly adjacent (diagonals too), up to 3 neighbors
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Armor Cracked: against enemies whose armor was cracked by an AT Gun or an Anti-Materiel Sniper, only 50% armor counts for 3 s
Sniper 175 gold
Long range, armor-piercing, targets the strongest. Also hits flyers.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 150 | 0.6 | 9 | 91 |
| 2 | 210 | 0.6 | 9.9 | 127 |
| 3 | 294 | 0.6 | 10.9 | 178 |
Specializations
- Anti-Materiel: Pierces up to 3 targets in a line.
- Recon: Marks the target for 5 s: +25% damage from all towers. Also spots its range for the Artillery.
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
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Sitting Duck: +30% against slowed (wire) or stunned (electric fence) enemies
Mortar 200 gold
Area damage with flight time. Minimum range! No flyers.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 50 | 0.5 | 8 | 25 |
| 2 | 70 | 0.5 | 8.8 | 35 |
| 3 | 98 | 0.5 | 9.7 | 49 |
Specializations
- Battery: 2 shells per salvo, 90% damage each.
- Incendiary Shells: Impact leaves a fire zone with embers for 4 s: 2% of full HP per second, no healing inside.
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
- Mortar Pit: +15% Damage per matching tower directly adjacent (diagonals too), up to 3 neighbors
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Deflagration: +50% against burning enemies
- Armor Cracked: against enemies whose armor was cracked by an AT Gun or an Anti-Materiel Sniper, only 50% armor counts for 3 s
AT Gun 250 gold
Tank buster: massive single-target damage, slow. No flyers.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 400 | 0.3 | 5.5 | 133 |
| 2 | 560 | 0.3 | 6.1 | 187 |
| 3 | 784 | 0.3 | 6.7 | 261 |
Specializations
- Shaped Charge: Ignores armor completely.
- Penetrator: Hits everything along the line of fire.
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
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Sitting Duck: +30% against slowed (wire) or stunned (electric fence) enemies
- Cracks armor: every hit lowers armor to 50% for 3 s – MG, Flak and Rockets benefit
Flamethrower 180 gold
Area damage in a cone (60°): hits ALL ground enemies in it and sets them on fire.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 2 | 10 | 2.5 | 20 |
| 2 | 3 | 10 | 2.8 | 30 |
| 3 | 4 | 10 | 3 | 40 |
Specializations
- Napalm: The ground in the cone keeps burning for 3 s – embers: 2% of full HP per second, no healing inside.
- High Pressure: 1.5× range and 1.4× damage, narrower cone (36°).
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
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Sets on fire: burning enemies take +50% from Mortar, Rockets and Artillery (Deflagration)
- Oil + Fire: oiled enemies take 150% fire damage and burn 2× as long; burning enemies on a natural oil field set the whole field ablaze
Rocket Launcher 300 gold
12 rockets into an area, long reload. No flyers.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 25 × 12 | 0.1 | 7 | 38 |
| 2 | 35 × 12 | 0.1 | 7.7 | 53 |
| 3 | 49 × 12 | 0.1 | 8.5 | 74 |
Specializations
- Cluster Munitions: Each rocket splits into 3 bomblets (40% damage).
- Quick Loader: Reload time only 65 %.
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
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Deflagration: +50% against burning enemies
- Armor Cracked: against enemies whose armor was cracked by an AT Gun or an Anti-Materiel Sniper, only 50% armor counts for 3 s
Ammo Depot 150 gold
Towers in range fire faster (does not stack).
Specializations
- Large Depot: Effect radius 6 instead of 3 tiles.
- Special Ammo: Towers in range: +20% damage against armor.
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.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 18 | 4 | 8 | 72 |
| 2 | 25 | 4 | 8.8 | 100 |
| 3 | 35 | 4 | 9.7 | 140 |
Specializations
- Radar: One and a half times the range.
- Dual-Purpose: Also fires at ground targets (50% damage).
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
- Flak Belt: +15% Range per matching tower directly adjacent (diagonals too), up to 2 neighbors
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Armor Cracked: against enemies whose armor was cracked by an AT Gun or an Anti-Materiel Sniper, only 50% armor counts for 3 s
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.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 220 | 0.2 | – | 44 |
| 2 | 308 | 0.2 | – | 62 |
| 3 | 431 | 0.2 | – | 86 |
Specializations
- Barrage: 3 impacts at 40% damage each, spread across the cluster.
- Precision: 2.6× damage, but half the blast radius. Range stays: entire map.
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
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Deflagration: +50% against burning enemies
- Armor Cracked: against enemies whose armor was cracked by an AT Gun or an Anti-Materiel Sniper, only 50% armor counts for 3 s
Spotter Post 120 gold
Scouts the terrain: Artillery fires ONLY at targets on spotted tiles. Deals no damage itself.
Specializations
- Radar: Spotting radius 8 tiles.
- Fire Control: Artillery impacts within this post's radius deal +15% damage.
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
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
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.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 24 | 0.7 | 1.5 | 16 |
| 2 | 34 | 0.7 | 1.7 | 23 |
| 3 | 47 | 0.7 | 1.8 | 31 |
Specializations
- High Voltage: Chain 5 instead of 3 tiles, up to 19 strikes per discharge.
- Overload: +40% damage per strike.
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
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Water: if a hit enemy stands in water, the bolt hits the whole body of water – and jumps on from there.
- With Electric Fence: the fence stuns (combo “Steady Target” for armor piercing), the Tesla Coil deals the damage in the crowd.
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).
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 0 | 1 | 1.5 | 0 |
| 2 | 0 | 1 | 1.7 | 0 |
| 3 | 0 | 1 | 1.8 | 0 |
Specializations
- Deep Resonance: Enemies in resonance take +35% instead of +20% damage from all towers (same radius).
- Breaking Frequency: Crystal skin has no effect in range – area damage hits Mirror and Bulwark in full.
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
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Resonance: enemies in range take +20% damage from all towers – several resonators don't stack.
- Breaking Frequency: crystal skin has no effect in range – Mortar, Artillery, Rockets and flames hit Mirror and Bulwark in full.
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.