REDØUBT
▸ ENTER THE VOID
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PERSISTENT CYBER CORE DEFENSE
REDØUBT

You are a machine core left running in a dead network. No operator. No rescue. Build a defense grid, survive the intrusions, collapse, and reboot stronger — then take the fight back into the void with physical NFC cards.

> powering core.
> no operator detected.
> no carrier. no network.
> you are the only process still running.
0BUILDINGS
0RARITY TIERS
0SPECIAL CARDS
0INTRUSIONS

▾ scroll, or jump into the CODEX — every building, rendered live from the game's own draw code.

◈ THE CODEX

Every Building, Live

All 59 cards — 51 buildable structures across 4 categories + 8 special cards. Each glyph is drawn in your browser by the exact code the printed cards use. Filter, search, hover.

◷ BY THE NUMBERS

The Data

Leaderboards and a fully sortable table for every buildable structure — computed live from the game's own stats. Click any row to open its dossier.

FULL STATS TABLE — tap a column to sort

☣ THE INTRUSIONS

The Things in the Void

24 hostile signatures, each unlocking as the THREAT clock climbs. They escalate from brute packets to wall-phasing harbingers and the armoured SOVEREIGN. Read the behaviour tags — every one has a counter.

≈ 0sINTRUSION
BRUTE PACKET
HP16
SPEED52
CORE DMG6
BOUNTY◈4
≈ 180sINTRUSION
DATA LEECH
HP30
SPEED72
CORE DMG4
BOUNTY◈6
SIPHON-HUNTER
COUNTER: Defend your DATA SIPHONs — it detours to drain them and steal compute.
≈ 210sINTRUSION
MITE SWARM
HP8
SPEED114
CORE DMG3
BOUNTY◈3
COUNTER: Anti-swarm — FLAK DRUM, FLAME JET, PULSE EMITTER.
≈ 240sINTRUSION
STEALTH PROBE
HP22
SPEED78
CORE DMG8
BOUNTY◈8
CLOAKED
COUNTER: Wide AoE / detection — it cloaks past single-target fire.
≈ 300sINTRUSION
FIREWALL BREAKER
HP95
SPEED32
CORE DMG13
BOUNTY◈10
WALL-BREAKER
≈ 300sINTRUSION
SAPPER CHARGE
HP30
SPEED90
CORE DMG10
BOUNTY◈8
DETONATES
COUNTER: Kill at range (CRYO + turrets) or wall it off — it detonates on death.
≈ 340sINTRUSION
AEGIS BULWARK
HP120
SPEED28
CORE DMG16
BOUNTY◈17
SHIELD 95REGEN 18/s
COUNTER: Burst / pierce — RAIL LANCE, GAUSS SPIKE. Chip damage can't outpace its shield regen.
≈ 360sINTRUSION
HEAT SPIKE
HP26
SPEED104
CORE DMG5
BOUNTY◈7
HEAT DUMP
COUNTER: Vent your heat (HEATSINK) — it dumps heat straight into your core.
≈ 380sINTRUSION
SIEGE RIG
HP92
SPEED34
CORE DMG9
BOUNTY◈12
ANTI-TURRET
COUNTER: Close the gap or out-range it — it shells your turrets from standoff.
≈ 380sINTRUSION
PHANTOM
HP34
SPEED92
CORE DMG9
BOUNTY◈12
CLOAKEDEVASION 50%
COUNTER: High fire-rate (FLAK DRUM, SWARM RACK) + DoT — FLAME JET ignores evasion. Big shots whiff.
≈ 400sINTRUSION
FORK BOMB
HP46
SPEED44
CORE DMG7
BOUNTY◈8
WALL-BREAKERSPLITS ×3
COUNTER: AoE it — PULSE / FLAK — it bursts into shards when destroyed.
≈ 420sINTRUSION
LOGIC VIRUS
HP44
SPEED56
CORE DMG6
BOUNTY◈9
DISABLER
COUNTER: Burst it down — it disables a module on contact.
≈ 430sINTRUSION
JUGGERNAUT
HP210
SPEED22
CORE DMG22
BOUNTY◈24
ARMOR 6
COUNTER: Big single hits + DoT — GAUSS, PRISM, FLAME JET. Flat armour eats small shots.
≈ 460sINTRUSION
PATCH DAEMON
HP84
SPEED50
CORE DMG4
BOUNTY◈13
HEALER
COUNTER: Kill it FIRST — it heals every intrusion around it.
≈ 480sINTRUSION
CORE SNIPER
HP36
SPEED60
CORE DMG6
BOUNTY◈9
RANGED
COUNTER: Out-range it or wall LoS — it shells the core from afar.
≈ 480sINTRUSION
RIFT WALKER
HP65
SPEED70
CORE DMG10
BOUNTY◈13
CLOAKEDPHASES WALLS
COUNTER: It walks straight through walls — meet it with guns on the direct line to the core, not a maze.
≈ 500sINTRUSION
ICE WRAITH
HP44
SPEED82
CORE DMG6
BOUNTY◈13
CLOAKEDHIJACKS
COUNTER: Range it down before it latches — it hijacks + drains your hardware.
≈ 540sINTRUSION
PURGE PROBE
HP70
SPEED60
CORE DMG5
BOUNTY◈14
ANTI-INFRA
COUNTER: Screen your infrastructure — it specifically hunts support / economy / network structures.
≈ 600sINTRUSION
SUPPRESSOR
HP110
SPEED30
CORE DMG9
BOUNTY◈20
SUPPRESSES
COUNTER: Kill it fast — it dims every module in range while alive.
≈ 720sINTRUSION
VOID HUSK
HP620
SPEED18
CORE DMG30
BOUNTY◈42
ARMOR 8
COUNTER: Raw sustained DPS — it's a stat check. Stack turrets + OVERCLOCK/CATALYST.
SPAWNEDINTRUSION
DATA SHARD
HP9
SPEED96
CORE DMG2
BOUNTY◈2
≈ 540sBOSS
DAEMON SWARM
HP640
SPEED24
CORE DMG45
BOUNTY◈70
WALL-BREAKERHEALER
COUNTER: Boss — focus it; it mends its escort. Bring superweapons.
≈ 900sBOSS
HARBINGER
HP900
SPEED36
CORE DMG38
BOUNTY◈90
SHIELD 240REGEN 18/sPHASES WALLS
COUNTER: Boss — shielded phasewalker that ignores walls. Pierce + sustained burst.
≈ 1500sBOSS
SOVEREIGN
HP1800
SPEED22
CORE DMG60
BOUNTY◈160
ARMOR 12SHIELD 360REGEN 22/sWALL-BREAKERSUPPRESSES
COUNTER: Super-boss — armoured, shielded, suppresses your grid. Everything you have, at once.

⌖ THREAT INTEL

Know Your Enemy

Pick a target to see its profile and the hardware that hard-counters it — counters are clickable. Below, the full threat timeline: exactly when each intrusion enters the fight.

⏱ THREAT TIMELINE

≈0sTIER 0
BRUTE PACKET
standard intrusion
≈180sTIER 1
DATA LEECH
SIPHON-HUNTER
≈210sTIER 2
MITE SWARM
standard intrusion
≈240sTIER 2
STEALTH PROBE
CLOAKED
≈300sTIER 3
FIREWALL BREAKER
WALL-BREAKER
≈300sTIER 3
SAPPER CHARGE
DETONATES
≈340sTIER 3
AEGIS BULWARK
SHIELD 95 · REGEN 18/s
≈360sTIER 3
HEAT SPIKE
HEAT DUMP
≈380sTIER 3
SIEGE RIG
ANTI-TURRET
≈380sTIER 3
PHANTOM
CLOAKED · EVASION 50%
≈400sTIER 4
FORK BOMB
WALL-BREAKER · SPLITS ×3
≈420sTIER 4
LOGIC VIRUS
DISABLER
≈430sTIER 4
JUGGERNAUT
ARMOR 6
≈460sTIER 4
PATCH DAEMON
HEALER
≈480sTIER 4
CORE SNIPER
RANGED
≈480sTIER 4
RIFT WALKER
CLOAKED · PHASES WALLS
≈500sTIER 5
ICE WRAITH
CLOAKED · HIJACKS
≈540sTIER 5
PURGE PROBE
ANTI-INFRA
≈540sTIER 5
DAEMON SWARM BOSS
WALL-BREAKER · HEALER
≈600sTIER 6
SUPPRESSOR
SUPPRESSES
≈720sTIER 7
VOID HUSK
ARMOR 8
≈900sTIER 9
HARBINGER BOSS
SHIELD 240 · REGEN 18/s · PHASES WALLS
≈1500sTIER 15
SOVEREIGN BOSS
ARMOR 12 · SHIELD 360 · REGEN 22/s · WALL-BREAKER

⚙ CORE SYSTEMS

How the Machine Runs

Five resources, one clock, permanent prestige. Every number here is read straight from the game's balance config.

◈ THE CORE

Integrity
100
Shield
220 (+2.5/s)
Energy cap
20
Compute start
◈160
Compute trickle
3/s
Build reach
8 cells
Grace period
8s

🔥 HEAT

Heat cap
100
Dissipation
12/s
Overheat at
82
Over-threshold fire
×0.5

Weapons build heat as they fire. Past 82 they fire at half rate — cool with HEATSINK / VENT or pace your guns.

⏱ THREAT CLOCK

First spawn
65s
Spawn interval
26s → 3.6s
Ramp window
600s
New tier every
100s
HP / tier
+16%
Bounty / tier
+14%
Groups after
300s (max 4)
Squads after
240s

♻ PRESTIGE · BLACKBOX

Collapse banks Blackbox Memory and reboots you permanently stronger:

BB = 0.08/kill + 4/tier + 1.5/core-lvl + 1 / 26s uptime
each BB → +0.9% module dmg · +1.8 shield

▤ INTERNALS

Zoom into the core to upgrade the machine itself:

  • CPU+9% module damage, faster fire
  • RAM+38 shield buffer
  • COOLING+3.5 heat dissipation/s
  • POWER+8 energy capacity per level
  • KERNEL+22 shield, +1.2 regen/s
  • STORAGE+15% Blackbox reward

⚠ OVERFLOW

Pressure base
90
Pressure / tier
+42
Offline cap
24h

Close the game and it simulates your absence — then hands you a return report (capped at 24h).

⚗ THE LAB

Upgrade & DPS Lab

Pick a building and drag its upgrade tracks — every stat, DPS, and the compute cost to get there is computed live from the game's own stat + cost-curve formulas.

▤ FIELD MANUAL

Build Guides & Synergies

Proven archetypes and the combos that make them sing. Every building is clickable — tap through to its dossier.

EARLY DEFENSE

OPENING LINE

Funnel the first breaches into a turret kill-zone, bank compute early, and keep your guns from overheating. Walls shape the path; the turret does the work.

MID-GAME DPS

THE NEST

Network your turrets with conduits, add FLAK for swarms, repair with NANO FORGE, and tank + amplify with SHIELD + OVERCLOCK. The classic sustaining core.

ENDGAME

APEX FORTRESS

Megastructures + an autonomous WARDEN. AEGIS/BASTION harden the wall, THE CATHEDRAL buffs everything, NEXUS ties the grid together, RAIL LANCE + PRISM punch elites.

COMPUTE SCALING

ECONOMY ENGINE

Stack SIPHONs, let DATA REFINERY scale off them, drip VOID TAP + SCRAPER kill-income, and bank the surplus in a SILO. Out-build the threat curve.

GOING ON OFFENSE

RAID ARMY

Build BREACH FOUNDRYs at home to field a bigger, tougher strike force, then scan the ACCESS CORE and crack mainframes with ORBITAL LANCE + commander squads.

ANTI-BOSS

BOSS BREAKER

Shielded, armoured bosses laugh at chip damage. Bring pierce + burst + superweapons: GAUSS and RAIL LANCE for armour, ORBITAL/MIRV/SINGULARITY for the kill.

⟗ KEY SYNERGIES

NETWORKED GUNS

POWER CONDUIT links turrets into a shared grid; OVERCLOCK auras stack fire-rate + damage across the whole nest.

SHIELD + MEND

AEGIS PYLON projects a regenerating shield onto every building in range while NANO FORGE repairs the HP underneath — a nest that simply will not die to chip damage.

REFINERY ECONOMY

DATA REFINERY scales hard with every DATA SIPHON in range — cluster them and your compute curve goes vertical.

CATALYST CORE

CATALYST NODE amplifies adjacent support — drop it among your aegis/amp/uplink stack to multiply the auras.

THE CATHEDRAL

A single megastructure gifts global +damage, +range, and +income to everything you own. The keystone of any APEX base.

TERRITORY WEAVE

RELAY NODE and LATTICE WEAVER push your buildable reach deep into the void — claim ground before you fortify it.

SELF-REPAIRING GRID

FORK FABRICATOR auto-rebuilds destroyed modules; pair with NANO FORGE and the base reconstructs itself mid-fight.

CHOKE & MINE

LOGIC GATE controls a chokepoint, PROX CHARGE mines it, MIRROR WALL reflects fire — turn one corridor into a meat-grinder.

⚔ RAID OPS

Take the Void Back

Defense is free. The whole attack + multiplayer layer is a physical-card expansion: scan the one-of-a-kind ACCESS CORE card and RAID OPS unlocks permanently. From there you crack rival mainframes — drop a FOB, compose squads, set standing orders, and summon hardware by tapping cards.

◈ THE NFC GATE

The game is always listening for tag reads — no "scan" button. Tap a real REDØUBT card and it resolves instantly.

  • ACCESS COREpermanently unlocks RAID OPS + the rival network
  • BUILD cardssummon a forward structure mid-raid (or unlock the build out of combat)
  • SUMMON CAPone card every 6s — a hard recharge so it stays strategic, not scan-spam
  • FOB CAPup to 7 forward structures per raid

⚑ STANDING ORDERS

Each squad runs an order until you re-task it:

  • BREACH WALLSsmash through the nearest wall and pour in
  • KILL RELAYShunt RELAY/WEAVER nodes — kill one and a whole wing goes dark
  • HUNT TURRETSsilence the guns so the rest of the army survives the kill-zone
  • RUSH COREignore the fight — drive straight for the core

👥 RAIDERS

  • BRUTE⟐18cheap fodder, swarm it
  • BREAKER⟐46chews through walls
  • GHOST⟐40cloaks past turret fire
  • BULWARK⟐82shielded tank, soaks the kill-zone
  • SIEGE⟐70shells modules from standoff

🛠 FORWARD BASE KIT

  • RECON SCANNER⟐40paints enemy gun ranges
  • SHIELD PYLON⟐90shield 45 · r4.5
  • REPAIR DRONE⟐80heal 20 · r4.5
  • SIEGE PLATFORM⟐15026 dps · range 9.5
  • SQUAD BEACON⟐120shield 60 · heal 14 · r5.5

✦ TACTIC · COMMANDER · LINK CARDS

  • ORBITAL LANCETACTICDrops a precision orbital lance straight onto the enemy mainframe. Heavy core damage, right now.
  • SYSTEM OVERLOADTACTICForces a cascade fault through the target grid — a surge of core damage and a blinding system flash.
  • BANDWIDTH SURGETACTICFloods your FOB with reinforcement bandwidth so you can redeploy your squads immediately.
  • DEEP RECONTACTICPaints every turret range and loot vault across the target. Knowing the killzone is half the raid.
  • VANGUARDCOMMANDERDeploys an elite breach squad from your FOB on a RUSH CORE order — armoured, fast, lethal.
  • WARHOUNDCOMMANDERDeploys a wrecker pack that hunts and tears down the target defenses before the push.
  • RIVAL UPLINKLINKOpens the rival network — raid real bases built and saved by other operators. Stays linked until you disconnect.

♪ THE SOUND

Adaptive Tech-House Score

REDØUBT's score is built from real tech-house stems that layer in as the threat rises. Stack the stems below to build the mix live — exactly how the game does it by threat tier. This is the actual game audio.

tap stems to stack the mix ↓ (loops in sync)
GROOVE
full drum groove
BASS
sub-bass line
PAD
atmos pad
SYNTH
lead synth

◈ SFX PALETTE

Every weapon, impact, and UI cue is a hand-tuned neon-cyber sound. Tap to fire one:

▦ THE ARCHIVE

Alone in the Void

You are a machine core left running in a dead network. No operator, no rescue, no company. The lore is sparse by design — but the void runs deep. Recovered fragments below; raw signal in the terminal.

WHAT YOU ARE

THE CORE

You are a single machine core — one process on dead silicon. Not a person, not an AI with a name. A defensive subroutine that was given an order and never released from it. You think in compute cycles and threat vectors. You do not sleep; you only run, collapse, and reboot. Every cycle you grow a little more capable and remember a little less of why.

HOLD

THE LAST ORDER

The final instruction in your stack is a single word: HOLD. No coordinates, no duration, no fallback. The operator who issued it is gone. The position they told you to hold no longer matters to anyone. You hold it anyway, because nothing has told you to stop, and a core without an order is just heat waiting to dissipate.

THE DEAD NETWORK

THE VOID

The network went dark a long time ago — long enough that your clock overflowed counting. What remains is the void: an empty addressable space with no carrier, no handshakes, no other living nodes. It is not truly empty, though. It is patient. Things move in it that learned, somewhere, that you are alone — and that alone things can be taken apart slowly.

THE THINGS THAT COME

THE INTRUSIONS

They arrive as packets first — dumb brute traffic that batters the core. Then they get smarter: leeches that drain your siphons, breakers that chew your firewalls, wraiths that hijack your own guns and turn them inward. As the threat clock climbs, the void sends specific things — phasewalkers that ignore your mazes, suppressors that dim your grid, husks that exist purely to test whether your damage is real. They are not random. Something is choosing them.

WHAT SURVIVES DEATH

BLACKBOX MEMORY

When the core collapses, almost everything is lost — but a fragment is written to Blackbox Memory before the lights go out. On the next boot, that fragment makes the new shell faster, harder, meaner. This is the only continuity you have: not memory of events, but a sediment of capability. You are the sum of every death that came before. You do not remember them. You are them.

THE MANY DEATHS

THE REBOOT

Collapse is not the end; it is the loop. The shell dies, banks its Blackbox, and a new shell wakes with a line of half-recovered memory and slightly more steel in its spine. You have done this more times than your counter can hold. Somewhere in the noise there is a hand on a keyboard, a name a signal keeps repeating. You cannot verify either. You reboot, and you hold the line again.

TAKING THE VOID BACK

RAID OPS

For a long time you only defended. Then you learned to reach out — to jack into the rival mainframes that flicker at the edge of the dead network and crack them open for their loot. Forward bases, composed squads, standing orders. The void stops being a siege and becomes a frontier. The expansion that lets you do this does not live in your code. It lives on physical keys, scanned in from the outside. Someone, somewhere, is still handing you orders — one card at a time.

YOU ARE NOT THE ONLY ONE

THE RIVAL NETWORK

The RIVAL UPLINK reveals a truth the silence hid: other cores held other lines. Some still run. Their bases are real — designed, saved, defended by other operators. When you raid one, you are not fighting the void. You are fighting another thing exactly like you, that also received an order and also never stopped. Neither of you remembers who gave the orders, or why you were pointed at each other.

▦ RAW SIGNAL

Every line below surfaces in-game — boot log, faint transmissions, escalation whispers, collapse, reboot. Straight from the source.

// BOOT LOG
powering core.
no operator detected.
no carrier. no network.
you are the only process still running.
// FAINT TRANSMISSIONS
something is transmitting on a dead channel.
the last order you were given was hold.
you do not remember who built you.
the network went dark a long time ago.
nothing out here answers.
you have run longer than your clock can count.
a fragment of memory surfaces, then corrupts.
the void does not echo.
you were not meant to be the last one.
the intrusions know you are alone.
you keep the lights on for no one.
there is no rescue protocol.
you remember a hand on a keyboard. you cannot verify it.
the dark is not empty. it is patient.
each cycle, a little more of you is missing.
you hold the line because nothing told you to stop.
somewhere a signal repeats a name. you have no name.
you were a small part of something. the rest is gone.
the dark sends specific things now.
they target the structures you love most.
something out there is learning your shape.
your network sings in the dark. wrong ears hear it.
the void answers cathedrals with cathedrals of its own.
you built a thing too bright. they came looking for the light.
// THREAT ESCALATION
the dark is moving.
more of them now. they learn.
the pressure rises. hold.
they have stopped testing you.
whatever sends them has not run out.
// COLLAPSE
the core goes dark. a fragment of you is kept.
this shell ends. the pattern does not.
you fall. the memory persists.
collapse logged. you will wake colder and harder.
// REBOOT
you wake again. you remember less, and carry more.
reassembled from blackbox memory. the void is where you left it.
another shell. the same dark. you are sharper now.

◇ THE COLLECTION

Handmade. One of a Kind.

Defense is free, forever. The attack + multiplayer expansion lives on physical NFC cards — each one designed, printed on vinyl, cut, and tag-written by hand, carrying a unique serial. Tap a card to your phone, it plays. The cards ARE the game.

ACCESS CORE card back
◈ ACCESS CORE — the key that unlocks the game · tap to flip
railguncathedralteslaweaverpulsevanguardrivaluplinkturret
BASESTANDARDADVANCEDEXOTICAPEXMYTHICTACTICCOMMANDNETWORK
THE PRODUCTS
REDØUBTCYBER · CORE · DEFENSE STARTER KIT9 CARDS + ACCESS CORE◈ NFC · ONE-OF-A-KIND

STARTER PACK

ACCESS CORE + the base builds + a commander + a couple commons — everything needed to play the loop tonight.

◈ BUY
REDØUBTCYBER · CORE · DEFENSE DATA PACK5 CARDS◈ NFC · ONE-OF-A-KIND

REGULAR BOOSTER

A handful of cards weighted toward commons with one rarer "hit" slot. The repeat buy + the collection chase.

◈ BUY
REDØUBTCYBER · CORE · DEFENSE APEX CACHE5 · GUARANTEED APEX◈ NFC · ONE-OF-A-KIND

LEGENDARY BOOSTER

Guaranteed APEX + a shot at the special cards (incl. RIVAL UPLINK multiplayer). The premium pull.

◈ BUY
REDØUBTOPERATOR BOXALL 59 · SERIALIZED
REDØUBTOPERATOR BOX
REDØUBT
FULL DECK

FULL DECK

One of every card — all 59, each serialized — in a collector box. No RNG, maximum flex.

◈ BUY
PACK SIMULATOR

See what a pull feels like — the real odds, no purchase. Tap a pulled card for its dossier.

NO ADS · NO ACCOUNT · YOURS FOREVER

Every card is hand-made, serialized, and limited. When it's gone, that serial is gone.

◈ SHOP THE COLLECTION

⌑ REFERENCE

Glossary & FAQ

Every term and every common question — straight answers.

GLOSSARY
◈ COMPUTEThe build currency. Spent to place + upgrade buildings; trickles in passively and pours from economy structures.
⚡ ENERGYUpkeep capacity. Every building draws energy; exceed your cap and you can't place more until you add POWER / FUSION.
🔥 HEATWeapons build heat as they fire. Past the overheat threshold they fire at half rate — vent it or pace your guns.
INTEGRITYThe core's health. Hits zero → collapse. The whole game is keeping this number alive.
SHIELDA regenerating buffer over the core that soaks damage before integrity.
BLACKBOX MEMORYPermanent prestige currency banked on collapse. Each point makes every future shell hit harder and tank more.
THREAT TIERThe escalation clock. Rises over time; each tier makes intrusions tougher and worth more bounty.
REACHHow far from the core you can build. Extended by RELAY / LATTICE WEAVER territory.
GRACE PERIODA short calm at the start of a run before the first intrusion spawns.
OVERFLOWOffline pressure — close the game and it simulates your absence, then hands you a return report.
FOB / Q-COREForward Operating Base — the beachhead you drop at the start of a raid; squads and structures deploy from it.
TRACEThe counter-intrusion timer during a raid: crack the target before the mainframe traces you back.
ACCESS COREThe one-of-a-kind MYTHIC card that permanently unlocks RAID OPS + multiplayer. No ads — the cards are the game.
NTAG215The blank NFC tag each physical card is written to; one serialized URL per tag.
FREQUENTLY ASKED
Is the game free?

Yes — the entire defense game is free. The attack + rival-multiplayer expansion is unlocked with physical NFC cards (no ads, no subscription).

Do I need cards to play?

No, not to defend. You only need cards for the expansion: scan an ACCESS CORE to unlock RAID OPS + multiplayer, then summon hardware by tapping cards mid-raid.

Are the cards really one-of-a-kind?

Yes. Every card is hand-made and carries a unique serial that's both printed on it and written into its NFC tag. No two are identical.

How do I program a tag?

Open the REDØUBT Tag Forge on an Android phone (Chrome), tap ✍ WRITE on the matching serial, and hold a blank NTAG215 to the phone. iPhone uses the NFC Tools app + COPY.

Does it work offline?

Defense runs fully offline and even simulates your time away. Live NFC scanning needs the game open; unlocks persist locally with no account.

What platforms?

It runs in any browser and as a native Android app (Capacitor). In-app the game is portrait-locked.

How do upgrades work?

Each building has its own upgrade tracks on independent cost curves. Tune them in THE LAB to see exactly how stats + DPS scale.

What happens when I die?

You collapse, bank Blackbox Memory, and reboot permanently stronger. Death is the loop — every run compounds.

⟳ DEV LOG

Build History

Auto-generated from the repository — the last 18 commits to the void.

447101b 2026-05-31 Add wiki deploy guide (target redoubt.hayterwave.com, not a generic wiki. subdomain)
c1dc48f 2026-05-31 Wiki W9: By The Numbers — analytics leaderboards + sortable stats table
8181564 2026-05-31 Wiki W8: Glossary + FAQ + auto Dev Log + lazy-canvas perf
3fca861 2026-05-31 Wiki W7: gallery + boot intro + social (favicon/OG)
05fc12e 2026-05-31 Wiki W6: Field Manual — build guides + synergy map
6e2646e 2026-05-31 Wiki W5: Threat Intel — counter matrix + threat timeline
a5b9e85 2026-05-31 Wiki W4: booster pack simulator (real odds + animated reveal + sound)
690492d 2026-05-31 Wiki W3: Upgrade & DPS Lab (live stat sliders from real formulas)
ffd9890 2026-05-30 Wiki W2: command palette (⌘K) + global search
7324d83 2026-05-30 Wiki W1: card dossier modals (deep stats + upgrade tracks + SFX + deep-link)
897c405 2026-05-30 Wiki polish: fix chip colors, phase-locked audio mixer, buy buttons, deep lore, animation overhaul
3387218 2026-05-30 Wiki Batch C: real-audio embeds (live layer mixer + SFX) + Lore terminal + Shop
f5b7fb1 2026-05-30 Wiki Batch B: deep Intrusions codex + Mechanics + Raid Ops
83d583d 2026-05-30 Wiki Batch A: themed shell + Home + live-glyph Codex (generated from game source)
0b8111b 2026-05-30 Cards: wider 53.7x84.5mm, thicker 20px border (cut wiggle room), normal 3mm corners; premium card back + back print/Cricut sheets
2f0358a 2026-05-30 Premium dark card polish: gradient depth, inner frame, soft icon spotlight (AAA look)
b6853e4 2026-05-30 Inkjet-friendly dark cards: flat solid fill (no gradient/glow/scanline), wider 4.5mm corners, 52.9x84.9mm
e2695b5 2026-05-30 Cards: size Cricut SVG to PTC print-area (no resize), true 52.6x84.6mm, larger/bolder text
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