Warden systems online

Seven living worlds.
One last line.

Command a compact defense force against the Vesk hive. Build clever, upgrade boldly, and keep every Heartspring burning.

7
Living worlds
21
Campaign missions
4
Defense systems
Scroll to briefing

The Verdance Compact

We planted gardens where there was only rock and empty sea.

Every outpost is anchored by a Heartspring, a living core of light that feeds its greenhouses, turbines, and towns. Now the Vesk have found them.

“You’re the Warden now. Hold the line.”Commander Vale

Campaign atlas

Every world fights differently

Move through the Lumen system from tide gardens to frozen shelves, volcanic rifts, and the Emerald Wilds.

Warden weapons guide

Four weapons. Eight ways to hold the line.

Choose your tower, then commit to a specialization at Level 2. Compare every upgrade using the actual in-game models.

Kinetic Cannon · Level 1

Targets: Ground and air

Kinetic Cannon

Fast, precise fire against one target. A dependable answer to Gliders and light enemies.

100 credits · Build

Upgrades and specializations
Missile Battery · Level 1

Targets: Ground and air

Missile Battery

Long range rockets with splash damage. Especially effective against heavy armor and bosses.

200 credits · Build

Upgrades and specializations
Frost Sprayer · Level 1

Targets: Ground

Frost Sprayer

Slows ground enemies so your other weapons have more time to attack. Cannot hit Gliders.

175 credits · Build

Upgrades and specializations

Upgrades and specializations

Kinetic Cannon

Cover open approaches. Against Carapaces and bosses, choose Armor Piercing or pair the cannon with missiles.

Build
100 credits
Upgrade to Level 2
150 credits
Upgrade to Level 3
300 credits
Level 1

One barrel fires orange tracer rounds with a brief muzzle flash. Kinetic hits Gliders 25% harder, but heavy armor reduces its damage.

Base damage
9
Seconds between attacks
0.42
Targets
Ground and air

Rapid Fire

Rapid Fire · Level 2
Level 2
Rapid Fire · Level 3
Level 3
Level 2
A rotating three-barrel head fires much faster, trading some damage per round for speed.
Level 3
Six rotating barrels, faster firing and stronger rounds keep pressure on fast enemies.

Use against Scouts, Skitters and Gliders when you need a steady stream of shots.

Armor Piercing

Armor Piercing · Level 2
Level 2
Armor Piercing · Level 3
Level 3
Level 2
A heavy rail barrel hits harder. It adds 65% damage against Carapaces and bosses to this branch’s shot damage.
Level 3
The reinforced rail cannon keeps the armor bonus and gains stronger, faster shots.

Focus armored walkers and large bosses. This branch still takes the normal enemy armor modifiers into account.

Upgrades and specializations

Tesla Array

Place at busy bends where ground enemies bunch up. Support it with an anti-air tower.

Build
150 credits
Upgrade to Level 2
225 credits
Upgrade to Level 3
450 credits
Level 1

The first arc can jump to one nearby ground enemy. Tesla deals double damage to shields and 30% extra damage to Skitters.

Base damage
13
Seconds between attacks
0.85
Targets
Ground

Chain Storm

Chain Storm · Level 2
Level 2
Chain Storm · Level 3
Level 3
Level 2
Extra conductor satellites extend the chain to as many as four additional nearby enemies.
Level 3
More satellites allow up to five chain jumps. A second direct strike can hit another ground enemy in range.

Use against dense Skitter packs and groups sheltered behind heavier enemies.

Shield Breaker

Shield Breaker · Level 2
Level 2
Shield Breaker · Level 3
Level 3
Level 2
A broad discharge fork applies 3.2× damage to Bulwark shields, compared with the normal 2×.
Level 3
The larger discharge crown keeps that shield bonus and adds a second direct strike when another target is available.

Break shields so the rest of your defense can reach the enemies underneath.

Upgrades and specializations

Missile Battery

Choose wide blasts for ground packs or guided anti-air salvos for Gliders. Rockets launch from the tubes you can see.

Build
200 credits
Upgrade to Level 2
300 credits
Upgrade to Level 3
600 credits
Level 1

One rocket per salvo. Direct hits deal 40% extra damage to Carapaces, 30% to Behemoths and 20% to Queens. Normal missiles can also hit flyers.

Base damage
26
Seconds between attacks
1.4
Targets
Ground and air

Cluster Bombs

Cluster Bombs · Level 2
Level 2
Cluster Bombs · Level 3
Level 3
Level 2
Three launch tubes fire three rockets. Cluster explosions cover a larger area than standard missiles.
Level 3
Six launch tubes fire six rockets, spreading the salvo across available targets.

Use against groups on tight bends. Splash damage hits ground enemies around each impact.

Sky Hunter

Sky Hunter · Level 2
Level 2
Sky Hunter · Level 3
Level 3
Level 2
Two guided rockets per salvo, increased range and faster rockets. Flying enemies take priority when in range.
Level 3
Three guided rockets hunt the sky. If a flying target dies, its rocket can retarget another flyer in range.

Use for air defense. Sky Hunter prioritizes flyers even when a ground enemy has been manually selected.

Upgrades and specializations

Frost Sprayer

Use near towers covering long bends. Glacia extends the slow, while Pyros weakens Frost and strengthens missiles.

Build
175 credits
Upgrade to Level 2
262 credits
Upgrade to Level 3
525 credits
Level 1

A short cyan spray reduces the target to 58% movement speed for 0.9 seconds before planetary modifiers.

Base damage
4
Seconds between attacks
0.34
Targets
Ground

Deep Freeze

Deep Freeze · Level 2
Level 2
Deep Freeze · Level 3
Level 3
Level 2
Blue crystalline tanks and ice vents. The slow lasts 2.2 seconds before planetary modifiers.
Level 3
Larger ice tanks and stronger spray reduce enemies to 42% movement speed for the same 2.2 seconds.

On Glacia, slows last 35% longer. A slowed ground enemy killed there also damages nearby ground enemies.

Corrosive Glue

Corrosive Glue · Level 2
Level 2
Corrosive Glue · Level 3
Level 3
Level 2
A green chemical reservoir and green spray distinguish glue from ice. Targets move at 38% speed.
Level 3
The larger green reservoir keeps the strong slow and extends its duration from 0.9 to 1.6 seconds.

Glue deals 50% extra damage to Carapaces. It does not remove their armor for other towers.

Base damage is shown before enemy and planet modifiers. Missile damage is shared across the salvo, so six rockets do not mean six times the damage.

Field guide

Win the road before the wave arrives

01

Own the bends

A tower on the inside of a curve covers more road. Save straight sections for long range missile batteries.

02

Break the shield

Tesla arcs overload Bulwark shields at double strength. Let missiles and cannons finish what the storm begins.

03

Protect the sky

Gliders ignore the road. Kinetic cannons can hit them, and Sky Hunter missiles prioritize them. Tesla and Frost only attack ground enemies.

04

Choose your target

Tap an alien to make towers within range target it first. Focus fire on a Mender before it heals the swarm or a dangerous enemy nearing the Heartspring. Only towers that can attack that enemy will respond.

05

Control the crowd

Tesla chains shred Skitter packs. Frost buys time for every other weapon and glue turns a rush into a crawl.

06

Upgrade with intent

Level three systems are powerful investments. Cover the map first, then strengthen the positions that fire longest.

Latest updates

Plan for the planet. Aim for a perfect defense.

Play on iPhone, iPad and Meta Quest. Plan your defense with these tactical features.

01

Earn every star

Survive for one star. Finish with at least 75% Heartspring health for two. Keep it completely unharmed for three.

02

Adapt your defense

On Glacia, Frost slows last 35% longer. On Pyros, missiles deal 15% more damage, while Frost damage, slowing strength, and duration are reduced.

03

Choose a lasting specialization

Level two commits a tower to one of two paths. Invest in the towers covering your busiest bends, then upgrade them to level three.

04

Build between the bends

Use clear hexagons between road sections to cover several approaches. Preview the range before placing, then sell and rebuild if you need to move a tower.

05

Stop the healing

Menders restore 20% of nearby injured Vesk maximum health every two seconds. Green pulses, links and plus signs reveal who is being healed. Tap the Mender to focus compatible towers within range.

06

Read the battlefield

Recognizable tower branches, rockets that match their launch tubes, and clearer enemy footsteps make the fight easier to follow. The Heartspring and Vesk mothership have new models too.

Vesk intelligence

Know what is coming

Solarpunk app icon

Now on the App Store and Meta Quest

Keep the Heartsprings burning.

Solarpunk is now available for iPhone and iPad on the App Store, and on Meta Quest. Defend seven planets with touch controls, or play in VR with controllers or hand tracking.