Play the Boss

The heroes are coming. You are the boss.

A turn-based roguelite played from the other side of the fight. Every intruder shows you what it is about to do. You have a few points of power and five abilities. Spend them well and the squad never reaches you.

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Free. Nothing to install. Or try one turn right here first.

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How a turn plays

Read. Spend.Delete.

There is no timer and no aiming. The pressure comes from knowing exactly what is about to hit you and having just enough to stop most of it.

A hero charging an attack, its intent ring glowing on the floor
01

Read the tells

Each hero telegraphs its next move and how many turns it needs to charge it. A guardian winding up a 16-damage slam is a problem for next turn, not this one.

The Demon Lord's slash cutting through the squad
02

Spend your power

Three power a turn. Burst damage, a stun that resets their charge, a drone to soak the hit, a repair. You can't afford all of it, so you choose.

A hero being deleted in a burst of white light
03

Delete the squad

Clear the wave, take an upgrade, march deeper. Your integrity carries from fight to fight, so every hit you let through follows you to the captain.

Try it here

One turn as the Cyber Dragon

Three intruders, one of them about to land. Pick a card, pick a target, end the turn. Numbers are the game's own.

96 / 120
Turn 1

The guardian's slam lands at the end of this turn. Deal with it.

The roster

Eight bosses.Eight ways to win.

The march

Take the city,ring by ring.

A run marches inward through twenty-one districts, from the outer bridges to the reactor at the city's heart. Every district is ten waves, its own hazard and a captain at the end. Scroll to march the route; tap a district to look at it.

Between waves

PremiumOvercharge+1 max power every turn.
Ultra rareCold EfficiencyEvery protocol costs 1 less power.
StandardHardened DronesYour drones have +60% integrity.

Quests

Read what theynever meant you to.

Every third wave the boss intercepts something from the city's defenders: a coded order, a signal sweep, two prisoners who cannot both be telling the truth, a squad caught in the open. Read it right and it pays into the next fight. Skip it and the march goes on.

  • Outer ringShort words, the shift given
  • Middle ringTwo-step patterns, "one tells the truth"
  • Inner ringHidden shifts, four prisoners, plated targets
  • The deepReversed codes, five in a line

The Grid

Build the bossbetween runs.

Credits from every run buy new bosses, armoury abilities and mods. Gear drops from the intruders, feats pay once, and an ally grows with every run it joins.

Gear

Three slots: core, plating, relay. Prototypes only drop in the deep districts.

Arc EmitterSingle-target hits splash 2 either side.
Glass Core+3 damage on every protocol, −30 integrity.
Phoenix Lattice+20 integrity, repair 10 every wave.
Bastion Frame+40 max integrity.
Swarm RelayDrones hit harder and last longer.
Scan RelayCloaked intruders are always visible.

Allies & feats

An ally stands at the front and takes the first hit. Feats are milestones that pay credits once.

Sentry DroneTakes a hit, gives one back.
Scrap HoundFast and vicious.
Aegis UnitA wall that walks.
Oracle EyeSees through cloaks.
Grid TyrantReach wave 20.
Mass DeletionDelete 1,000 intruders.

Skins

A skin retints the whole fight. Drag across the Cyber Dragon to see the Cryo-Wyrm.

Cyber Dragon Cryo-Wyrm skin CYBER DRAGONCRYO-WYRM

Multiplayer

MirrorDuel.

Two bosses, the same waves, the same seed, the same order. Last boss standing wins, and if both hold, the deeper one does. Quick-match someone near your level or share a room code with a friend.

Trailer

They camefor the boss.

Read the tells. Break the squad.

Play the Boss runs in your browser on a phone, a tablet or a computer, with nothing to install. Play as a guest, or sign in and your run follows you between devices.

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