Circuit Keep

Circuit Keep

About the Game

In Circuit Keep, the intrusions walk straight over your towers. They pathfind from breach points across an open grid toward your CORE, and the only thing that turns them aside is a wall. So you build the maze yourself, line it with damage, and force every wave down a path you chose. Some of the intrusions will have other ideas. No preset routes, no race against the clock, and the pause button is always there when you want to sit and think.

CARVE THE MAZE. POWER THE GRID.

Walls are FIREWALLs. An intrusion that meets one stops and chews through it. Damage runs on power, broadcast by your CHARGE NODEs, so the maze and the grid that feeds it are one design problem.

INTRUSIONS THAT FIGHT BACK

Each family breaks a defense its own way.

SCRAMBLER broadcasts a field that drags down the fire rate of every module near it. PARASITE skips your CORE to drain your CHARGE NODEs, then makes its real run.

PHASE turns intangible on a cycle and slides straight through your BARRIERs. HOPPER vaults any blocked cell on a cooldown, BARRIER or gap, and lands mid-stride on the far side.

BREAKER exists to eat walls and takes BARRIERs apart faster than anything else. KERNEL, a boss, forks child intrusions in escalating batches as its health falls.

FOCUS FIRE

Mark any intrusion with a crosshair and every damage module in range promotes it to the top of its target list.

OVERDRIVE & OVERCLOCK

OVERDRIVE to ramp a whole damage family for the rest of the run.

OVERCLOCK to speed up your entire lattice for a short window.

THREE ACTS. TWO DIFFICULTIES. THEN ENDLESS.

Three acts and 40+ levels introduce matchups one family at a time. Stars buy permanent upgrades on the RESEARCH GRAPH. HARD mode is one switch away and keeps its own stars. After the campaign, ENDLESS escalates until the lattice finally falls.

FEATURES

  • No fixed paths. Intrusions walk over your modules. The maze is whatever you build.

  • Open palette. Every module you've unlocked is available every wave. No placement RNG.

  • Branching upgrades. Two paths per module, each ending in a capstone: crit, knockback, pierce, and more. Switch mid-fight and keep the levels you paid for.

  • Four damage flavors. KINETIC, THERMAL, ELECTRIC, and CORRUPTIVE, with status effects layered on top. Matchups matter.

  • A lattice that fights back. ROUTERs bend the route, drift currents speed, slow, or shove what crosses them, and trap cells sear what walks over.

  • 12 module families. 12 intrusion families, 7 elites, 3 bosses.

Initial Release