HP100
0
Hot Flash
Heat Wave
Wave: 1
Enemies: 0

Chili Marine

Defend Crimson Isle against the endless Toxic Armada.

v1.0028

HEPA-TECH Combat Systems Choose standard issue: all systems authorized // auto-fire Field Promotions: requisition link standby
Crimson IsleGenerating terrain family

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

Space Heat Wave, Left Shift Hot Flash, F fullscreen.

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.

Enemies

  • Raider: fast melee chaser.
  • Skipper: jump-in melee attacker.
  • Gunner: keeps distance and shoots on clear line-of-sight.
  • Laser Sentry: telegraphs then fires a beam.

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+).
  • Laser Turret: places a friendly slow-tracking beam turret for 5s; fires at 2 different enemies at wave 20 and 3 at wave 40 (wave 5+).
  • Clone: a smaller 5s player clone that fires your current bullets and inherits Zap chains; it also mirrors Orbital Blades from wave 35 (wave 10+).
  • Collect All: pulls in every dropped powerup currently on the field (wave 10+).
  • Orbital Blades: 3 spinning blades for 10s; 50 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).

Sandbox Setup

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

Waves Cleared: 0

Highest Wave0
Local Best Wave0
Time Played00m 00s
Longest Deployment00m 00s
Damage Taken0
Damage Blocked0
Drops Picked0
Hot Flash Uses0
Extra Life Used0

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, F fullscreen.

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.

Enemies

  • Raider: fast melee chaser.
  • Skipper: jump-in melee attacker.
  • Gunner: keeps distance and shoots on clear line-of-sight.
  • Laser Sentry: telegraphs then fires a beam.

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+).
  • Laser Turret: places a friendly slow-tracking beam turret for 5s; fires at 2 different enemies at wave 20 and 3 at wave 40 (wave 5+).
  • Clone: a smaller 5s player clone that fires your current bullets and inherits Zap chains; it also mirrors Orbital Blades from wave 35 (wave 10+).
  • Collect All: pulls in every dropped powerup currently on the field (wave 10+).
  • Orbital Blades: 3 spinning blades for 10s; 50 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).