Cannon 60
Focused single-target damage. The first and simplest tower. It fires at one toy at a time, assembles quickly and works well on a bend where enemies stay in range longer.
Upgrades: 60 → 55 → 85 coins
One mirrored road on a table, two sides and a shared treasury. Below is everything the game has right now: no promises, no hidden rules.
The field is a child’s room, and the battle takes place on a table. The road is mirrored: each gate has its own side, and the middle of the table is contested.
Each tower has three basic levels, then three specialisations. Cannons stop breakthroughs, glue buys time, banks speed up income.
Focused single-target damage. The first and simplest tower. It fires at one toy at a time, assembles quickly and works well on a bend where enemies stay in range longer.
Upgrades: 60 → 55 → 85 coins
Area damage. Hits a whole group of toys at once. Great against packed riflemen, but it reloads more slowly than a cannon.
Upgrades: 100 → 90 → 140 coins
Slows ground troops. Deals little damage but slows ground troops. It buys cannons and beams time to fire more shots.
Upgrades: 80 → 70 → 110 coins
Long range, air and ground. Reaches both planes and tanks. It costs more, but fires far and burns through armour.
Upgrades: 130 → 110 → 170 coins
Three guards hold the road. Three guards with swords and shields live inside. They hold ground troops while towers fire. Planes fly over them.
Upgrades: 140 → 110 → 160 coins
Passive income. It cannot shoot, but it speeds up coin income. It pays off over time, so build it in the rear behind your defence.
Upgrades: 130 → 100 → 150 coins
A squad is bought with coins and leaves your gate. Ground toys capture the middle of the table; aircraft fly over the fight.
Win with numbers. Five green soldiers for 50 coins. A cheap, fast way to fill the road; vulnerable to splash and glue.
In one order: ×5
Long range, need cover. Two blue snipers fire farther than riflemen but cannot take many hits. Send them behind a tank.
In one order: ×2
Brings down planes and helicopters. A red soldier with a toy rocket. Covers the army against air attacks but does not replace riflemen on the ground.
In one order: ×1
Fast breakthrough. A fast blue car with a machine gun. It reinforces an attack quickly but has less armour than a tank.
In one order: ×1
Takes the fire. Slow but tough. It goes first, takes the hits and gives snipers time to fire. A breakthrough takes three lives.
In one order: ×1
Flies past ground fights. Flies quickly over the battle and takes one life. Anti-air, beams and cannons can shoot it down.
In one order: ×1
Air power. An expensive all-rounder: it attacks ground and air. A breakthrough takes four lives, but it can be shot down.
In one order: ×1
Income arrives over time and for defeating toys. A bank speeds up saving but cannot shoot. The planner saves a formation for free.
Defence and attack are paid from one purse. “One more tower or one more squad” is the main choice of every match.
The plan sets composition, order and gaps. The formation is saved for free and paid only when launched.
Speeds up passive income. It pays off over time, so its place is in the rear behind your defence.
Ground troops capture the middle of the table. A tower stays yours, but if the ground is lost you have 35 seconds to reclaim it.
This keeps the map alive: the front line moves instead of standing still. Capturing the middle opens slots closer to the rival’s gate.
When the ground is lost, the enemy does not get the tower: it packs up and refunds part of the investment. It punishes a lost front without taking everything.

The slingshot costs 1000 coins and hits an important target. Advance boosts army movement and fire for six seconds, then recharges for 24 seconds.
One hit removes a tower durability level, deals area damage and can take three lives when it hits the rival.
Six seconds of speed. Free, but with a 24-second cooldown. Best used when your toys are already on the field.
The campaign is a house with ten rooms and a tutorial. A solo match is against the built-in commander. For a friend there is nearby Bluetooth and an online room.
10 rooms, 117 tutorial steps, stars and on-device progress. The first room guides a newcomer all the way.
Read moreThree difficulties: easy, normal, hard. The commander builds, sends waves and reacts to your army.
Two Android phones over Bluetooth. No internet or account; both players see one room from their sides.
A room by six-digit code or from the open-room list. Windows and Android share the same protocol.
The kids sit at the table, the cat lives its own life and toys are scattered around the room. The knowledge library opens on pause and shows models, stats and tips.



Test builds. The game is not published in Google Play or RuStore yet, and the APK uses a test key. On a weak phone the full scene runs at about 24.56 FPS, and this build’s Bluetooth radio is untested.