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.
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.
Free. Nothing to install. Or try one turn right here first.
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How a turn plays
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.
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.
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.
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
Three intruders, one of them about to land. Pick a card, pick a target, end the turn. Numbers are the game's own.
The guardian's slam lands at the end of this turn. Deal with it.
The roster
The march
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
Overcharge+1 max power every turn.
Cold EfficiencyEvery protocol costs 1 less power.
Hardened DronesYour drones have +60% integrity.Quests
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.
The Grid
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.
Three slots: core, plating, relay. Prototypes only drop in the deep districts.






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






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