Beacon Defence
A planning game, not a shooter. Enemies walk a fixed path towards the beacon; you choose which towers stand on which pads, when to upgrade and what each one aims at.
Controls
- Choose a pad on the map or in the Pads list, then build a tower there. Upgrade it and choose what it aims at from the same list.
- Start wave sends the next wave; Pause and Resume freeze and continue it. You can build and upgrade while paused.
- Restart begins the map again; the Map and Mode menus start a fresh game.
The rules
- Pulse hits one enemy (10 damage every second, range 3). Prism splashes a small area (7 damage every 1.5 s, range 2.5). Frost slows by half for 2 s and does no damage.
- Slows do not add up: the strongest one applies, never more than half speed. Towers never block the path.
- Each enemy killed pays its reward once; each enemy reaching the beacon costs a life and pays nothing. Clear all 12 waves to win; lose all 20 lives and the beacon falls.
Scoring, saving and limits
Win or lose, with the lives you have left shown at the end. Relaxed and challenge change only starting cash and enemy speed, never hidden numbers.
Your map, mode and every build and upgrade are kept on this device between waves. A reload mid-wave returns you to that wave's planning with your towers in place.
Each map and mode ships with a recorded build order that is replayed in tests and wins. Upgrade values are a Zerdly addition. There is no leaderboard and nothing is compared online.
Questions
- Does Frost stack if two towers hit the same enemy?
- No. The strongest slow applies and it is capped at half speed.
- What happens if a shot's target dies first?
- A Pulse shot is wasted, a Prism shot still bursts where the target was, and a Frost shot does nothing.
- Can two towers both get paid for one kill?
- No. Each enemy pays exactly once, however many shots land together.

