Arcade Whale OriginalMade in-house, free to play
Circuit Defense
- Developer
- Arcade Whale
- Genre
- Strategy
- Released
- Updated
- Platforms
- Browser (desktop, mobile, tablet)
- Orientation
- Portrait or landscape
- Players
- Single player
How to play
Desktop 1/5 pick node · click a cell to build · X drop it · Space send wave · S speed · P pause
Touch Tap the node bar
About Circuit Defense
Circuit Defense is a tower defense game that asks you to wire a defence rather than stack one. Where most games in the genre reward putting your strongest tower everywhere you can afford it, here what matters is which node sits next to which.
Every board feeds enemies down two separate traces that end at the same core, and each wave is split between them. That is the first question the game asks you: hold the junction where the traces meet, which is cheap but lets enemies live almost all the way to your core, or answer each trace on its own, which kills them early but costs twice as much. The boards pose that question differently — Mainboard runs the two traces side by side so one well-placed node watches both, Crossbar keeps them apart until the core itself, and Spiral Core pairs a long winding trace with a shortcut that skips half of it.
Nodes placed adjacent to one another fuse into synergies. A Damp node beside a Chain node becomes Superconduct. An Amp overclocks whatever it neighbours. That single rule turns every placement into a spatial puzzle: the obvious spot for raw coverage is frequently the wrong spot for the combination you actually want, and a weaker node in the right position beats a stronger one in isolation.
The enemy roster is designed to break habits rather than just absorb damage. Armoured units punish fast, weak guns that chip away for nothing. Phasers cannot be targeted at all, so no amount of damage output will save you if you have no answer for them. Flyers ignore your carefully constructed path entirely and go straight over it. Any defence built around a single idea will meet the wave that specifically defeats that idea.
Targeting modes give you finer control than most towers allow — First, Last, Strongest and Closest — and switching a node to Strongest at the right moment is often worth more than an upgrade. You can also call the next wave in early with the double-arrow button for bonus gold, which is the main lever for players who want to push their economy and can back it up.
Board after board, branching upgrade paths, an endless mode and permanent research between runs. Pick a node from the node bar or press 1-5, then tap a free cell to build it — placing a node uses it up, so pick again for the next one, and if you change your mind you can drop the one in your hand with the Drop button, the X key or a right-click. Tap an existing node to upgrade, retarget or sell it. Runs in any modern browser with nothing to install.
Every map feeds enemies down TWO traces that meet at your core, and the wave is split between them — you cannot hold both with one tower. Pick a node from the node bar (or press 1-5), then tap a free cell beside a trace to build it; placing it uses it up, so pick again for the next one. To put a node back, tap Drop on the board, press X or right-click.
Tap a node you own to upgrade it, switch its targeting mode (First / Last / Strongest / Closest) or sell it. Nodes placed NEXT TO each other fuse into synergies — that placement is the real decision. Press Space or the double-arrow to send the next wave early for bonus gold; S cycles speed.
The game opens straight onto the first board, and the first few waves come in softer and slower so you can learn the lanes before they bite. Each board is its own place — the green Mainboard, the blue Crossbar and the purple Spiral Core — and every board is 25 waves: a card announces each wave, flags any new threat with the tower that counters it, and every tenth wave brings the Kernel boss. Secure a board and Next board takes you on; after Spiral Core the boards keep coming as mirrored versions of the three with tougher viruses, so they never run out. Endless mode opens once you secure your first board.
Frequently asked questions
Why are there two paths on every map?
Each board feeds enemies down two traces that converge on your core, and every wave is divided between them, so no single node can hold the whole map. You choose between covering the junction where they meet — cheaper, but enemies survive most of the way in — and defending each trace separately, which kills them earlier but costs twice as much.
How do synergies work?
Nodes that are placed next to each other combine. For example, a Damp node adjacent to a Chain node becomes Superconduct, and an Amp node boosts the nodes around it. Position matters as much as which node you build, so plan adjacency before you plan coverage.
How do I cancel a node I picked by mistake?
Placing a node uses it up, so after each build your hand is empty again. If you picked the wrong one, tap Drop on the strip above the board, press X, or right-click the board. Tapping one of your own nodes while holding another also drops it and selects that node instead.
How do I deal with Phasers and Flyers?
Phasers cannot be targeted by normal means and Flyers ignore the path entirely, going straight over your defences. Both require you to build answers specifically for them rather than relying on raw damage along the route.
What do the targeting modes do?
Each node can be set to target First, Last, Strongest or Closest enemy. Switching modes to suit the incoming wave — for instance, setting a heavy hitter to Strongest against armoured units — is often more effective than buying an upgrade.
Do the boards ever run out?
No. The first three boards are Mainboard, Crossbar and Spiral Core, each 25 waves with a Kernel boss every tenth wave. After Spiral Core the board number keeps climbing: each new board is one of the three layouts mirrored, never the same one twice in a row, with viruses a little tougher each time up to a fixed ceiling. Endless mode, where waves keep scaling for as long as your circuit holds, opens once you have secured a board.
Should I call waves early?
Calling the next wave early with the double-arrow button awards bonus gold, which compounds into a stronger defence later. It is worth doing when your current setup can comfortably handle the overlap, and risky when it cannot.