Spin the command wheel
Six systems of destruction, one interface. Rotate through the HEROCORP™ arsenal and see why tower defense never felt this hands-on.
Twelve towers, zero mercy
Gun emplacements, slow fields, splash mortars and support rigs — twelve tower types snap onto hardened pads along every lane. Positioning is everything: a rocket battery behind a frost projector deletes waves a lone railgun never could.
- Chain placements for combo damage windows
- Upgrade tiers change range, arc and effects
- Sell-and-rebuild mid-wave for budget plays
Three operatives per drop
Assault, Recon, Saboteur, Engineer, Medic and more — seven hero classes with distinct roles. Heroes move freely on the battlefield, soak XP, and anchor your defense where the lane design can't.
- Level through custom skill trees
- Equip armor sets for your playstyle
- Trigger actives to break boss phases
Forty-plus ridiculous weapons
The Hottenschitzer. The Tachyon Hyperblaster. Things our lawyers won't let us name. Over thirty equippable weapons plus passive modifiers let every hero build into a different flavor of overkill.
- 30+ active abilities on cooldown
- 40+ passive skills to stack
- Weapon drops scale with mission rank
Skill trees that matter
XP flows to whichever heroes see action, so your squad composition shapes your build every mission. Respec between drops to hard-counter the next dimension's residents.
- Branching active and passive trees
- Combat abilities unleash mid-fight
- Builds persist across the campaign
Six damage types to mix
Kinetic, incendiary, cryo, energy, explosive and toxic — every alien shell has a weakness. Read the wave composition, tune your tower mix, and watch resistances melt.
- Armor types gate specific towers
- Status effects stack across sources
- Robot units resist certain payloads
Death is a scheduling problem
When a hero flatlines, the cloning bay spins up a replacement — for a price in time. Protect your veterans or rotate fresh clones: the tempa-death™ system makes every casualty sting.
- Dead heroes queue in the cloning bay
- Veteran XP is worth protecting
- Timing clones wins endless runs
Meet the employees of the month
HEROCORP™ fields seven hero classes. You drop with three. Choose poorly and the squid wins.
The point of the spear
Front-line damage with the best weapon scaling in the corp. Park an Assault at the chokepoint, feed him XP, and he becomes a one-man kill lane with a Tachyon Hyperblaster.
Full profileEyes everywhere
Fast rotations, long sightlines and the best kiting kit in the roster. Recon turns split-lane maps from panic into procedure — recent buffs made her weapon line genuinely nasty.
Full profileKeeps the lights on
Repair auras, build discounts and tower synergy buffs. An Engineer squad never loses a pad to chip damage — and endless mode squads are basically mandatory picks.
Endless guideBreaks the rules quietly
Armor stripping, slow traps and wave disruption. The Saboteur doesn't top damage charts — he makes everyone else's numbers possible. Boss specialists swear by him.
Armor break guideCheaper than cloning
Sustained healing, revive speed boosts and morale auras. With tempa-death™ timers costing real momentum, a Medic pays for herself by the second wave.
Death economicsComplete the roster
Heavy weapons specialists and support hybrids round out the seven-class lineup. The full tier ranking breaks down who belongs in your three-slot drop squad.
See all sevenHardware worth overkilling for
A peek inside the HEROCORP™ supply cache — the towers, guns and gadgets that turn alien incursions into paperwork.
Railgun Emplacement
Pierces entire lanes with a single magnetized tantrum. The anchor of every serious defense grid.
Tachyon Hyperblaster
Fires slightly before the trigger is pulled. Legal in most dimensions.
Frost Projector
Slows crustacean cavalry to a bureaucratic crawl.
Stinky Cheese Armour
Supreme protection for lactose-tolerant troops.
Two dimensions on the roster
The sharks fly here.
OTTTD is the only tower defense with a giant flying zombie shark boss. Add a kraken, an armored war tortoise and a squid on a motorcycle, and "boss fight" starts meaning something again.
Undead Sky Shark
Airborne, armored, and deeply unfair to unprepared grids. Anti-air coverage is not optional.
The Kraken
Steamcrust's signature horror surfaces between lanes and rewrites your placement math mid-fight.
Giant Wartoise
A walking fortress that shrugs off burst damage. Armor-stripping Saboteurs were invented for this.
Depth you can get lost in
Every OTTTD battlefield is a layered diorama — foreground wreckage, mid-lane chaos and a skyline worth defending. The rift tech is fictional; the sense of place isn't.
- Real-time lighting and shadow passes
- Brass casings litter the battlefield as you fire
- Hand-tuned gibs, because the lawyers said we could
Numbers HR lets us print
“Wonderfully excessive — what mobile tower defense should strive for.”
Watch the carnage, VHS-style
HEROCORP™ archives every mission on gloriously degraded tape. Queue the trailer, watch a war tortoise eat a railgun round, and remember when games were allowed to be this dumb-fun.
- Full campaign footage, zero dignity
- Boss kill compilations from the community
- New drops every season on our channel
Defend Earth from any screen
Phone, tablet, console or rig — the apocalypse is platform-agnostic.
iOS & Android
Touch-perfect lane control with hero micro on the go.
iPad & Tablets
The big-screen grid view our designers intended.
Nintendo Switch
Docked boss battles or handheld wave farming.
PC & Steam
Crisp resolution, mouse precision, maximum gibs.
Questions from the barracks
Everything recruits ask before their first drop. Need a human? Our Pyrmont command post answers within one business day.
All field questionsEnlist. Overkill. Repeat.
Earth isn't going to preemptively defend itself. Grab the Recruit Pass to unlock your first hero bundle, or talk to a human at our Sydney command post.