Touch: drag or hold on the field to aim and fire; tap Reload to charge early and Flare to stun every active threat; use the top corners to pause or mute; tap plus and minus on the dawn crew board to allocate six shifts · Keyboard: mouse aims and hold-click fires; WASD or arrow keys move the reticle; Space or J fires; R reloads; F launches a flare; P or Escape pauses; M mutes; Enter selects and retries
About:
A phone-first nightly defence game in the spirit of the 2000s Flash classics, made in-house for Leetdom. A solar storm has stranded the Ashline valley beyond radio range. Relay keeper Nia Vale and a six-person maintenance crew must carry one clean signal through seven dangerous nights while crystalline creatures called the Hush gather beyond the ridge.
Aim and hold the coilcaster to disperse Splinters, Gloamwings, armoured Husks and resonant Cantors before they break the signal wall. Every shot, reload and flare matters. At dawn, distribute exactly six crew shifts: patching restores the wall but consumes scrap; salvaging funds later work; workshop shifts permanently increase damage, magazine size and charge speed; scouts push the next wave farther out and supply all-field stun flares. The seven seeded assaults, persistent best score and locally saved run reward both sharp shooting and long-term planning.
Everything is original and generated in code: the relay valley, keeper, creatures, particles, interface and effects are procedural canvas art, while the coil pulses, impacts and restrained ambient signal are synthesized with WebAudio. There are no downloaded images, fonts, music or sound effects.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-10-02 staging: 49 deterministic core assertions cover seeded waves, allocation costs, wall repair, workshop upgrades, aiming, hits, fire cadence, reload, flare stun, wall damage, failure, clearing, day advance and save sanitisation. Four 200-run deterministic balance profiles gave 200/200 skilled, 200/200 steady, 32/200 newcomer and 1/200 for a comparably accurate player who hoarded every shift instead of repairing, upgrading or scouting. Serialized Chromium passed real CDP touch at 390x844 and 844x390, mouse and keyboard at 1280x800, aim/fire/reload/flare, hidden-tab pause, blocked localStorage, saved day-two continue, wave progression, win, fail and one-tap restart; zero console errors, page errors, failed requests or external requests. Offline 20 s WebAudio renders measured full-mix peak -21.8 dBFS, effects RMS -45.4 dBFS, music RMS -57.3 dBFS (11.9 dB below effects), with effects-only output truly silent for 74.4% of the render. Title, allocation, gameplay, pause, fail, summary, victory, landscape and 360x270 tile captures were visually inspected.
Rate this game:
One vote per game each month.
Play next:
Bubble SplitterGuide a tiny lantern courier across the dusk rooftops. Cast light-threads into bouncing gleam globes, split them into quicker fragments, and clear the skyline before dawn.
Beacon SiegeEscort a fragile beacon through eight dark arenas. Shove the swarm back with knockback pulses, flick a lance to skewer the dangerous ones, and drop traps to hold the line until the light reaches the gate.
Courier CupRaise a young courier through three short training cups. Run real side-scrolling drills to build Speed, Spring, Stamina and Focus, keep its puff up with rests and food, earn coins on delivery runs, then line up against the valley's rivals. How you train is how you place.
Crab FlingerCrabs are marching on your lighthouse. Pinch them off the beach, fling them into the sky and let gravity do the rest.