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Updated: Jul 14, 2026Creative controlWho appears to retain creative control of the game. | ||
Updated: Jul 14, 2026Release statusWhether and how the game has been released. |
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8 itemsAbout the Game
A rouguelike deckbuilder tower defense where your deck fights alongside your turrets.
Build and upgrade turrets against monster waves, draft new cards after every wave, and take the whole thing into roguelike challenge runs on procedurally generated maps.
IN THE PLAYTEST RIGHT NOW
58 cards across 4 heroes
6 turrets, from the Gunman Hideout to the Silent Pumpjack
16 monster types, two of them bosses
19 elite affixes that recombine into randomized champions
25 permanent upgrades across Economy, Firepower and Command
3 difficulties, procedurally generated challenge maps, a comic-book campaign
New content lands constantly - which brings us to:
YOUR CARDS BECOME YOUR POWERS

Every deckbuilder gives you a hand of cards, in Tower Petroleum they get installed on turrets and revamp them. Hero cards are dragged onto turrets and stay there: one hero per turret, each with a passive aura and an active ability you fire on cooldown. Ignition auras that burn the path. Overloads that triple a turret's damage. A loan shark hero whose interest compounds. Your crews decide the run.
MODULES, FOR GOOD

Module cards are installed straight into turrets, they don't expire. Ricochet makes shots split into the crowd. Frost Tech lets hits freeze. One module pays out bonus damage for every petroleum you haven't spent yet, so building a big bank is its own weapon. Same turret - different modules - different results.
A DECK YOU ASSEMBLE BEFORE THE RUN

Each hero carries a card deck you construct before embarking, drawn from everything you've unlocked. Between waves you draft more. Every card you play feeds its domain, Engineer, Elemental or Economics, and that domain grows stronger for the rest of the map. Playing your deck is building your build.
GO FIND THE BROKEN BUILD
The systems are built to be exploited. Usury multiplies a turret's damage for every debt you carry. The Wanderer pays out per nearby turret with no ceiling: swell his aura with Area Amplifiers, pack the whole board inside it, watch it destroy everything. Shocked enemies take extra fire and cold damage. Mimic replays your last card at its own price, and Catalyst makes the copy come out fully upgraded. Find your combos.
BUILD THE DEFENSE

Monsters crawl from the frozen depths along fixed paths. You build turrets on the map, upgrade them, and launch waves at your own pace. Inspect what's coming, plan the round, pull the trigger. Classic tower defense.
ROGUELIKE CHALLENGE RUNS

Pick a hero, pick your pain: Hard, Ruthless or Impossible. Procedurally generated maps and one-choice intermissions between them. A run is a heist: your hero, your deck, your turret loadout -- against whatever the ice brings.
LOSE THE RUN, KEEP THE PROGRESS

Failed runs still bank mastery toward your heroes and card unlocks. Upgrade points buy permanent perks across three branches: Economy, Firepower, Command. Forward Scouts preview the next wave. Warlord stacks permanent damage on your best turret. Carry Over pays interest on wave income. Every run, even the failing, makes the next one sharper.
A CAMPAIGN WITH TEETH
A comic-book story across a world that drowned in snow, where petroleum towers are the last warm places left. Along the way it will put a dying man in front of you and ask for a decision. Your hero branches Good or Evil, and the cards follow. Wishlist to see where the choices lead.
WE POST DAILY DEVLOGS
New cards, new turrets, balance experiments, failures, ends up in our Discord the same day. Come watch the game get made, and throw your ideas while it's still soft. We do care, we do listen.
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