Current build 0.16.13

Game and mechanics

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.

30lives at each gate
20 / 60 / 20home ground and the middle of the table
35 сto reclaim lost ground
Field and goal

One table, two sides

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 gate has 30 lives in a normal match. Every toy that passes the rival’s gate takes a life.
  • The match ends by lives, not by a timer. There is no minute limit.
  • The first 20% of ground near your gate is always yours. Ground troops capture the middle 60%.
  • A tower never changes owner. After losing the ground you have 35 seconds to reclaim it, or it packs up with a partial refund.
Six towers

Build for the job, not just for the price

Each tower has three basic levels, then three specialisations. Cannons stop breakthroughs, glue buys time, banks speed up income.

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

Splash tower 100

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

Glue tower 80

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

Beam tower 130

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

Guard post 140

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

Bank 130

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

Seven toys

Cheap numbers or expensive power

A squad is bought with coins and leaves your gate. Ground toys capture the middle of the table; aircraft fly over the fight.

Riflemen 50

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

Snipers 70

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

Anti-air soldier 65

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

Pickup 85

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

Tank 110

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

Plane 60

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

Helicopter 200

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

Economy and planner

Coins do not appear from nowhere

Income arrives over time and for defeating toys. A bank speeds up saving but cannot shoot. The planner saves a formation for free.

Shared treasury

Defence and attack are paid from one purse. “One more tower or one more squad” is the main choice of every match.

Up to three orders

The plan sets composition, order and gaps. The formation is saved for free and paid only when launched.

Bank

Speeds up passive income. It pays off over time, so its place is in the rear behind your defence.

Territory

Ground decides where towers stand

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.

Battlefield with territory
Slingshot and Advance

Two rare decisions

The slingshot costs 1000 coins and hits an important target. Advance boosts army movement and fire for six seconds, then recharges for 24 seconds.

Slingshot — 1000

One hit removes a tower durability level, deals area damage and can take three lives when it hits the rival.

Advance — free

Six seconds of speed. Free, but with a 24-second cooldown. Best used when your toys are already on the field.

Modes

Campaign, commander, nearby and online

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.

Campaign

10 rooms, 117 tutorial steps, stars and on-device progress. The first room guides a newcomer all the way.

Read more

Solo battle

Three difficulties: easy, normal, hard. The commander builds, sends waves and reacts to your army.

Play nearby

Two Android phones over Bluetooth. No internet or account; both players see one room from their sides.

Play online

A room by six-digit code or from the open-room list. Windows and Android share the same protocol.

Room and library

A living room and a reference at hand

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.

Tutorial in the first room
Misha explains the step and highlights the right button.
The Toy House
Rooms unlock through victories; stars are stored on the device.
Start of a match
The top bar shows lives, time, coins and income.

What is not there yet

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.

The full list of known issues