
Pumpkin Patch Panic
Keep the porch light on

Bolt laser turrets, flak cannons and EMP coils onto the hex pads of a space station's outer ring, launch a bay of escort drones and keep the hull intact through fifteen waves of combat robots.
Did you like Orbital Defense?
Orbital Defense is a neon tower defence set on the outer ring of a deep-space station. A walkway runs out of an airlock on the port side, past a reactor core, a hangar bay and a hydroponics dome, and ends at the blast door of the bridge. Nine glowing hexagonal pads sit along it, and what you bolt onto them decides how far the machines get. Through the window band above the deck a planet turns, freighters slide by, and the light strips in the floor pulse the whole time.
Five turrets, three marks each. Laser turrets fire a fast beam and are the only thing besides the flak cannon that can touch anything in the air. Flak cannons throw bursting shells that only arm against flyers, so they cover the straight line the drones cut over the deck. EMP coils arc between three targets on the ground, slow whatever they hit, and strip an energy shield the instant they touch it. Missile pods send homing warheads into a crowd and splash everything nearby. From wave six you can raise a drone bay, which launches two or three escort drones that circle the deck and harass whatever comes close.
Crawlers come first, then scout drones that fly the shortcut, shield bots behind a blue bubble that has to break before anything else lands, welders that patch the pack back up, hover tanks that soak damage and interceptors that sprint. Every fifth wave a mech walker stomps in and puts a turret offline with a missile barrage, and wave fifteen brings the Dreadnought, a flying flagship that keeps dropping fresh drones out of its belly. Credits come from knockouts and from clearing a wave, calling the next wave early pays a bonus, and any turret sells back for sixty per cent. Twenty points of hull integrity, three stars for a flawless defence, and an endless run with scaling waves once the ring still stands.
Plan for the air early. Scout drones fly a shortcut over the deck, and only laser turrets and flak cannons can hit anything flying, so put at least one of each along the straight line the drones take. Flak shells only arm against flyers, which makes them a poor answer to the ground crowd, so mix in missile pods for packed groups and EMP coils to slow things down.
EMP coils matter more once shield bots arrive, since they strip an energy shield the instant they touch it and nothing else lands until the bubble breaks. Spread your turrets rather than stacking them all in one spot, because every fifth wave a mech walker puts a turret offline with its missiles. Upgrading a well-placed turret through its marks is often better than filling every pad. Call waves early only when your defence is comfortably ahead, for the bonus credits, and save up before wave fifteen, when the Dreadnought keeps dropping fresh drones. Selling returns sixty per cent, so it is a fair way to fix a poor layout.
Yes. Orbital Defense is free to play in your browser on Kiloo. There is nothing to download and no account needed; pick a hex pad, bolt on a turret and the first wave of machines is on its way.
Yes. On a phone or tablet you tap a hex pad, then pick a turret type, and tap a turret to upgrade or sell it. On a computer you click, use 1 to 5 for turret types, Space to call a wave and F to speed up time.
There are fifteen hand-tuned waves, ending with the Dreadnought, a flying flagship. If the station still stands, an endless run follows with scaling waves. You have twenty points of hull integrity, and a flawless defence earns three stars.
The drone bay becomes available from wave six. It launches two or three escort drones that circle the deck and harass whatever comes close, which helps against machines that slip past your turrets.
Build, upgrade and hold the line.

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Bounce up the page
Orbital Defense
Hold the ring, deck by deck