Walker
Baseline zombie. Stable movement and normal castle DPS when it reaches the wall.
Survive the horde. Play the right note.
🎹 Checking MIDI devices…
All current rules, systems, and controls
Open full enemy details with models, names, behavior patterns, and exact kill methods.
Open the complete difficulty design and tuning breakdown.
Every 5 clean hits adds 1 ULT charge. At full charge, Ultimate auto-casts. During week boss, Ultimate also removes 5 boss HP.
On success: +30 HP and +3 ULT charge. If you had 2+ charge before reward, it instantly triggers Ultimate and clears charge.
Each new day pauses action and offers 3 reward cards. Pick by playing the shown SPN note.
Includes +15 HP, +1 charge, guarded miss, +5 max HP, heat purge, surge damage, 10s freeze + spawn stop, and 5s invulnerability.
All enemy classes, boss flow, and kill rules
Baseline zombie. Stable movement and normal castle DPS when it reaches the wall.
Faster push unit. It reaches the castle earlier and forces quick target swaps.
Tank unit with multiple HP pips. Slower movement, harder to remove under pressure.
Explosive unit. If it touches castle range it detonates for heavy burst damage.
Only one can exist at a time. It enters, parks on the far left, and throws large rocks at the castle every 2 seconds for 10 damage.
Appears before a new week starts. Small enemies are cleared, boss enters the stage, then the 50-note sequence appears.
Full mode logic and progression design
Matches pitch class only. Octave does not need to match.
Exact note is accepted first. Same pitch class is also accepted within ±1 octave.
Exact SPN only. No octave tolerance.
C3-C6. Mostly natural notes, with common accidentals mixed in (C#, F#, Bb).
A2-C6 full chromatic pool.
A1-C7 full chromatic pool with larger reading span.
Higher modes introduce FAST / ARMR / BOOM / SIEGE earlier and with more aggressive caps.
Press Esc to resume