FLAGSHIPPHASE 1
70%35%
HP100
0
ThermalHeat / Flash
Wave: 1
Enemies: 0
ChiliMarine

Chili Marine

Crimson Isle Defense Command

Choose Map & Loadout

Defend Crimson Isle against the endless Toxic Armada.

v1.0010

Crimson IsleGenerating terrain family
FIRST DEPLOYMENT: keep moving, aim with the mouse, and collect field kits. Space and Shift are emergency abilities; pause any time to review your build.

Portrait mode detected. Tap fullscreen, then rotate to landscape for the best experience.

Desktop: WASD move, mouse aim, auto-fire always on.

Space Heat Wave, Left Shift Hot Flash.

Mobile: left stick move, right stick aim, Heat Wave/pause buttons, double-tap to Hot Flash.

Use the fullscreen icon in this menu or in pause.

Installable app: use your browser's Add to Home Screen/Install App option.

Skills

  • Heat Wave: press Space or tap the heat button to release a radial pulse that knocks enemies back, stuns them, interrupts attacks, and reflects hostile projectiles. Uses the shorter shared thermal cooldown.
  • Hot Flash: press Left Shift or double-tap to relocate toward your aim/touch target. The departure and arrival pulses provide brief emergency crowd control. Uses the longer shared thermal cooldown.

Enemies

Fry RaiderWave 1 · melee chaserWatch the spatula windup; sidestep its short lunge.
Soda BomberWave 3 · line-of-sight fireStrafes at range and releases a two-cap burst.
Cake CommanderWave 10 · elite commanderCommand burst, beam lock, and a rally that speeds nearby hostiles.
Donut JumperWave 11 · landing attackerMove clear of its marked frosting-drop landing circle.
Sauceboat MortarWave 15 · shoreline artilleryTarget it from land and leave the triple pepper-impact circles.
Chip GunnerWave 26 · beam controllerBreak line-of-sight during the brace, then avoid the salt-cannon beam.
Pepper Skiff GunnerWave 35 · naval burstRead its aiming line, then strafe the peppercorn volley.
Hot Wing RaiderWave 45 · airborne diveStep out of the orange dive corridor before it commits.
Drizzle DroneWave 55 · airborne strafeKeep moving when it paints a capsaicin firing lane.

Boss supports: phase formations are non-reward reinforcements. Colonel Grease calls Fry Raiders; Captain Proof calls Soda Bombers; The Big Buffet calls Donut Jumpers; Admiral Tox calls Chip Gunners. They retreat when their boss falls.

Flagship Command

Colonel GreaseWave 25 · grease barrageLeave the marked bombardment zones before impact.
Captain ProofWave 50 · proof salvoExpect a faster, wider cap volley and artillery pressure.
The Big BuffetWave 75 · rally commandPrioritize space when the command pulse accelerates the formation.
Admiral ToxWave 100 · toxic gridRead the grid telegraph, then reposition before the pulse.

Powerups

  • Health: +20 HP; from wave 20, half of overflow becomes permanent uncapped max HP (12% drop chance).
  • Split-Fire: +2 rounds per independent 10s stack, max 5 (10% drop chance).
  • Shield: 5s immunity + enemy knockback; active pickups add 2s, capped at 15s; radius grows to 86 at wave 30 (wave 5+).
  • High Explosive: independent 10s radius stacks, max 5; 1.25x direct and 35% splash (wave 5+).
  • Hunter: independent 8s guidance stacks, max 5; speed stays unchanged (wave 3+).
  • Armor Piercing: independent 8s stacks, max 5; +2 enemy and +1 obstacle penetration per stack (wave 5+).
  • HEPA-TECH Sentry: deploys an 8-second, slow-tracking beam turret that locks one target at a time (wave 5+).
  • Mini Marine: a stationary 8s holographic duplicate, max 5; fires your current bullets at half damage and inherits Zap chains (wave 10+).
  • Collect All: pulls in every dropped powerup currently on the field (wave 10+).
  • Ring of Fire: 3 orbiting fireballs for 10s; 50 thermal damage per pass; each stack adds a farther ring, +20 speed, and obstacle pass-through (wave 3+).
  • Zap: 10s lightning chain; strikes every 2s, then every 1s from wave 40, for 120 damage and 1s stun (wave 18+).
  • Extra Life: permanent revive stack, max 3; lethal damage triggers a revive blast, resets health and max HP to 100, and flashes a white border glow (wave 15+, one roll per wave).
  • Freeze: freezes currently spawned enemies for 5s; frozen enemies cannot move or attack (wave 15+).
  • Half Life: halves current enemy HP, clamped to at least 1 (wave 20+, 6% drop chance).

Operation milestones

  • Wave 25: Colonel Grease // grease barrage.
  • Wave 50: Captain Proof // proof salvo and Companion Requisition.
  • Wave 75: The Big Buffet // rally pulse and Final Defense.
  • Wave 100: Admiral Tox // The Siege, records, and optional Overtime.

Sandbox Setup

Select the powerups to grant at the start of the run.

© 2026 Timoteyo. All rights reserved.

DEPLOYMENT REPORT

Waves Cleared: 0

Crimson Isle // awaiting field report

Nothing is sent unless you choose Save Highscore.
Highest Wave0
Local Best Wave0
Time Played00m 00s
Longest Deployment00m 00s
Damage Taken0
Damage Blocked0
Drops Picked0
Hot Flash Uses0
Extra Life Used0

Chili Marine Top 100

Loading deployments...

    THE SIEGE · WAVE 100 CLEARED

    CRIMSON ISLE HOLDS

    Fort Capsaicin stands. Continue this deployment into the Toxic Armada's Overtime assault?

    Field Loadout: Standard Issue

    HEPA-TECH FIELD PROMOTION

    WAVE 10 FIELD PROMOTION

    Paused

    Review combat notes or quit back to the start screen.

    Crimson Isle // Seed: pending

    Field Loadout: Standard Issue

    Desktop: WASD move, mouse aim, auto-fire always on.

    Space Heat Wave, Left Shift Hot Flash.

    Mobile: left stick move, right stick aim, Heat Wave/pause buttons, double-tap to Hot Flash.

    Use the fullscreen icon in this menu or in pause.

    Installable app: use your browser's Add to Home Screen/Install App option.

    Skills

    • Heat Wave: press Space or tap the heat button to release a radial pulse that knocks enemies back, stuns them, interrupts attacks, and reflects hostile projectiles. Uses the shorter shared thermal cooldown.
    • Hot Flash: press Left Shift or double-tap to relocate toward your aim/touch target. The departure and arrival pulses provide brief emergency crowd control. Uses the longer shared thermal cooldown.

    Enemies

    Fry RaiderWave 1 · melee chaserWatch the spatula windup; sidestep its short lunge.
    Soda BomberWave 3 · line-of-sight fireStrafes at range and releases a two-cap burst.
    Cake CommanderWave 10 · elite commanderCommand burst, beam lock, and a rally that speeds nearby hostiles.
    Donut JumperWave 11 · landing attackerMove clear of its marked frosting-drop landing circle.
    Sauceboat MortarWave 15 · shoreline artilleryTarget it from land and leave the triple pepper-impact circles.
    Chip GunnerWave 26 · beam controllerBreak line-of-sight during the brace, then avoid the salt-cannon beam.
    Pepper Skiff GunnerWave 35 · naval burstRead its aiming line, then strafe the peppercorn volley.
    Hot Wing RaiderWave 45 · airborne diveStep out of the orange dive corridor before it commits.
    Drizzle DroneWave 55 · airborne strafeKeep moving when it paints a capsaicin firing lane.

    Boss supports: phase formations are non-reward reinforcements. Colonel Grease calls Fry Raiders; Captain Proof calls Soda Bombers; The Big Buffet calls Donut Jumpers; Admiral Tox calls Chip Gunners. They retreat when their boss falls.

    Flagship Command

    Colonel GreaseWave 25 · grease barrageLeave the marked bombardment zones before impact.
    Captain ProofWave 50 · proof salvoExpect a faster, wider cap volley and artillery pressure.
    The Big BuffetWave 75 · rally commandPrioritize space when the command pulse accelerates the formation.
    Admiral ToxWave 100 · toxic gridRead the grid telegraph, then reposition before the pulse.

    Powerups

    • Health: +20 HP; from wave 20, half of overflow becomes permanent uncapped max HP (12% drop chance).
    • Split-Fire: +2 rounds per independent 10s stack, max 5 (10% drop chance).
    • Shield: 5s immunity + enemy knockback; active pickups add 2s, capped at 15s; radius grows to 86 at wave 30 (wave 5+).
    • High Explosive: independent 10s radius stacks, max 5; 1.25x direct and 35% splash (wave 5+).
    • Hunter: independent 8s guidance stacks, max 5; speed stays unchanged (wave 3+).
    • Armor Piercing: independent 8s stacks, max 5; +2 enemy and +1 obstacle penetration per stack (wave 5+).
    • HEPA-TECH Sentry: deploys an 8-second, slow-tracking beam turret that locks one target at a time (wave 5+).
    • Mini Marine: a stationary 8s holographic duplicate, max 5; fires your current bullets at half damage and inherits Zap chains (wave 10+).
    • Collect All: pulls in every dropped powerup currently on the field (wave 10+).
    • Ring of Fire: 3 orbiting fireballs for 10s; 50 thermal damage per pass; each stack adds a farther ring, +20 speed, and obstacle pass-through (wave 3+).
    • Zap: 10s lightning chain; strikes every 2s, then every 1s from wave 40, for 120 damage and 1s stun (wave 18+).
    • Extra Life: permanent revive stack, max 3; lethal damage triggers a revive blast, resets health and max HP to 100, and flashes a white border glow (wave 15+, one roll per wave).
    • Freeze: freezes currently spawned enemies for 5s; frozen enemies cannot move or attack (wave 15+).
    • Half Life: halves current enemy HP, clamped to at least 1 (wave 20+, 6% drop chance).