INTRUSION — the pitch A reverse tower defense. In every other TD game you build the defenses; here the network builds them and you are the thing they're trying to kill. You play a single live exploit — a "bug" — dropped at the network's edge, and your only job is to cross a hostile, automated grid and reach the target server before the system detects and deletes you.
The premise The map is a top-down circuit board rendered like an old CRT terminal: near-black background, phosphor-green traces, amber warnings. You enter at the bottom. The target server pulses cyan at the top. Between you and it sits an automated security stack that is actively hunting, sweeping, and sealing the map shut the longer you take. There are no waves and no shooting-back — this is a stealth-dodge run against a system that gets harder every second you're inside it.
Core loop / how to play Move in real time with WASD or the arrow keys (full 8-directional, with smooth wall-sliding). Read the threats, time your dash through a scanner's blind spot, grab data, and thread the maze to the server. Your health is a single Integrity stat starting at 100 — every detection chips it down. Hit zero and you're DETECTED (game over). Reach the server with Integrity above zero and you get BREACH SUCCESSFUL.
The network fights back — 5 defenses:
- Firewall — solid impassable blocks that shape the maze into a serpentine route.
- IDS Scanner — a stationary node with a rotating vision cone that sweeps 360°. Its cone glows soft green while searching and flares red the instant it sees you, draining Integrity every second you stay lit. It can't see through firewalls, so breaking line-of-sight is a real escape.
- AV Turret — a node with a detection radius; enter it and the turret locks on and fires tracking projectiles at your position, one per second.
- Patch Server — the escalation engine. Every few seconds it seals an open tile into a wall, slowly strangling your routes. (It's route-aware — it will never fully wall off your only path, so a loss is always your fault, not the RNG's.)
- Honeypot — an inviting amber-tinted "shortcut" that looks like an open lane but yanks you back to the start and damages you. Tempting, punishing, and just different enough to spot if you're paying attention.
Your toolkit — 4 abilities on cooldowns (shown as HUD icons with sweep timers):
- Q — Cloak: 2s invisible to scanners and turrets (~8s cooldown).
- E — Overclock: a 1.5s ~2× speed burst to blitz a closing gap (~6s cooldown).
- F — Fork: spawns a decoy that wanders and pulls turret fire and distracts scanners for 3s (~10s cooldown; costs 1 Exploit Point).
- R — Backdoor: stand next to any defense node and permanently disable it. One charge per run — spend it on the node that's ruining your route.
Resources & the clock Scattered green data nodes are your Exploit Points — the currency for Fork, and your "data collected" score. Overhead, a "time to full patch" countdown ticks from 90s; when it hits zero the Patch Servers go into overdrive and seal the map aggressively — a hard-mode fail-state that punishes stalling.
The replay hook Your best breach time is saved locally and shown on the menu and the win screen, with a live run timer on the HUD. The real game isn't beating it once — it's beating it faster, cleaner, with fewer detections. That score-attack loop is the point.
Controls at a glance: WASD / Arrows = move · Q Cloak · E Overclock · F Fork · R Backdoor · Enter = start / restart.

















































