A mixed reality tower defence game for Meta Quest 3 and 3S. The board stands on your real furniture, seen through passthrough — and a second player can pull up a chair at the same one.
The game reads your room and stands the board on a real surface — a table, a desk, a couch, a bed. Lanes run across the wood in front of you, and you lean in to place a turret.
Hills break line of sight, water blocks the ground you wanted, and every operation generates its own landscape. Where a turret stands matters as much as which turret it is.
Call in a strike, a snare, or a barricade from a wheel on the thumbstick, then throw it at the board. Three slots, chosen before the operation starts.
A campaign across fused glass plains, volcanic ash, tidal shelves and collapsed tunnels — each with its own threats, its own recommended loadout, and its own reason to rethink the one that worked last time.
Turrets are bought once, upgraded through research, and then six of them are chosen for the operation ahead. What you leave behind is as much of a decision as what you bring.
No accounts, no servers, no analytics, no ads. Co-op runs directly between two headsets on your own Wi-Fi, and everything else stays on the device.
Bring a second Quest into the same room and both of you see the same board, in the same place, on the same real furniture. You are not looking at avatars — you can already see each other. What the game adds is the part passthrough cannot show: where your partner is pointing, what they are holding, and the ring under a turret as it goes down.
Credits and the core are shared. Rank, salvage and commander powers stay your own. One of you hosts; if someone steps out to the menu, the way back in is still there.
Yes. Run Space Setup from your headset settings so the game knows where your furniture is. Without a scan it has no surface to stand the board on, and it will tell you so rather than guessing.
Anything from a small side table upwards. The board sizes itself to the surface you place it on. A bed or a couch works too — plenty of headset play happens there, and the game accepts both.
Both headsets need to be in the same room, on the same Wi-Fi, and to have scanned that room. One player hosts and the other joins from the lobby; the game works out where the host's board sits on your copy of the same furniture. If the two scans disagree, you can nudge the board into place or set it down by hand.
No. Co-op is deliberately for two people sitting at the same real table. It runs directly between the two headsets on your local network and never touches a server.
There are no accounts, no analytics and no ads, and we operate no servers. Your progress and settings are stored on the headset. The full detail is in the privacy policy.