OMEN · LAST BASTION ⬡ ENTER THE BASTION
FIELD MANUAL

How to play Last Bastion

Everything from your first turret to your first tournament payout. Ten minutes here will save your Core a hundred times over.

01

Quick start — your first run

Golden rule: slow first, then kill. A Gravity Well feeding a Blast Mortar clears more than either alone — the game is about combos, not single towers.
02

Reading the battlefield

The Bastion is a ringed fortress. Enemies path inward along lanes; you build in the plating between them. The wave strip along the top previews exactly what's coming next — armor, speed, fliers, bosses — so you can rebuild your line before it's tested.

Know your enemy. Rift Grunts soak, Stingers sprint, Bulwarks shrug off damage with heavy armor, Splitters burst into Shards when killed, Wardens regenerate, Wraiths fly, Menders heal everything around them — and the RIFT COLOSSUS is a wave all by itself. Armor reduces most damage but the Rift Lance ignores it entirely.

Breach ≠ game over. Enemies that reach the Core deal their breach damage and burn out. Aegis shields, Nano Repair and the Emergency Protocol perk all buy you room to recover.
03

The five turrets

Every turret upgrades through six Mk levels (damage ×1.6 per level) and supports three targeting modes — first (default), strongest, and closest. Tap a placed turret to upgrade, retarget, or salvage it.

Pulse Turret

PULSE TURRET

BACKBONE DPS

Rapid single-target fire. Your economy pick — cheap enough to be everywhere.

DMG 82.9/s70⚡
Blast Mortar

BLAST MORTAR

AREA DENIAL

Slow, lobbed splash hits. Devastating into slowed or clumped waves.

DMG 26SPLASH 55140⚡
Gravity Well

GRAVITY WELL

CONTROL

No damage — slows everything in range by 40%. Multiplies every other tower.

SLOW 40%AURA110⚡
Rift Lance

RIFT LANCE

ARMOR BREAKER

Piercing line shot that ignores armor — hits everything along its path.

DMG 44PIERCE170⚡
Drone Hangar

DRONE HANGAR

SEEK & DESTROY

Launches homing interceptors — insurance against fliers and leakers.

DMG 20HOMING160⚡
Opening line that works: two Pulse Turrets at the first chokepoint, a Gravity Well behind them, then save for a Blast Mortar covering the slow field.
03·B

Enemy compendium

Baseline stats — competitive profiles scale HP and speed by difficulty and by how deep your Bastion has expanded (outer rings breed tougher, faster enemies). Armor reduces every hit by that fraction, so big single hits beat rapid chip against armored targets. Flying enemies ignore ground layouts — keep tracking coverage inside.

ENEMYHPSPDARMORTYPEABILITYWEAK TOPUNISHES
Rift Grunt4260—GroundNone — steady advance in numbersPulse (cheap efficient chip), any AoENothing — dies to everything, wins by volume
Stinger24115—GroundVery fast assault runnerGravity slow + Pulse; Drones interceptSlow-firing Blast often whiffs; slips past busy chokes
Shard1492—GroundTiny, fast chaffAny splash; Pulse sweepsLeaks while your towers chew a tank
Bulwark2203250%GroundHeavy armor platingBlast & Rift (big hits punch through armor)Pulse chip is halved; Gravity is wasted (already slow)
Splitter11048—GroundSplits into 4 Shards on deathBlast AoE — kills the split tooSingle-target towers get swarmed by the burst
Rift Warden1604225%GroundRegenerates 6 HP/sFocused fire — Drone lock or Rift burst to out-damage the regenSlow drip damage heals right back
Wraith9055—FLYINGFlies over ground chokepointsPulse & Drone tracking; place coverage on inner ringsGround-choke strategies — it skips them
Mender13040—GroundHeals nearby enemies 8 HP/s (radius 80)KILL FIRST — Rift snipe or Drone focusIgnoring it makes Bulwark packs nearly unkillable
Bulwark Prime2503050%Ground120 shield, regenerates 4/sSustained Blast/Rift to break the shield before it regrowsIntermittent chip never gets through shield + armor
Phaser8565—GroundPhases untargetable every ~6sBurst damage in its visible window (Blast timing)Slow-firing towers waste shots into the phase
Disruptor1405015%GroundDisables towers in radius 60 for 2s (every ~5s)Kill at range before it reaches your cluster — Rift excelsLetting it park inside your turret nest
Splitter Prime2004510%GroundSplits into 3 Splitters — which split againLayered AoE; Gravity to hold the cascade in the kill zoneOne escapes ≈ 12+ Shards later
Rift Weaver3003030%GroundSummons 3 Shards every ~7sPriority focus (Drone lock); AoE handles the chaffEndless spawns screen everything behind it
Juggernaut52026→6235%Ground · TIER 2Momentum — speed climbs every second it goes unhit (up to +140%); ANY hit resets itConstant chip — Pulse / Drone lock keep it pinned at walking paceSlow-firing burst builds: between Blast shells it sprints
Leech7070—Ground · TIER 2Drain — siphons 2 Energy ⚡ from YOU every second it livesKill priority at the gate — it is fragile; Rift snipe, Pulse sweepLetting three of them stroll — that is your next turret gone
Iron Herald2103820%Ground · TIER 2Iron Aura — every ally within 90px carries +30% armor while it livesLance ignores armor entirely; armor-break drafts; or drop the Herald firstPulse-only lines — an escorted Bulwark pack becomes a wall
Adaptive Husk2604010%Ground · TIER 2Adaptive plating — every hit from a turret class adds +5% resistance to THAT class (cap 65%)Mixed lanes — spread the damage across classes; spells never adaptMono-turret builds: by hit 12 your whole line is doing a third of its damage
Riftborn12058—Ground · TIER 2Rift Tear — its death tears a 60px zone open for 6s; allies crossing it move +45% fasterKill it FAR from the Core, or inside a Gravity field that eats the boostKilling it at your last choke — everything behind it sprints the gap
Rift Anchor3403425%Ground · TIER 2Unstoppable — immune to every slow and stun (Gravity, Time Dilation, draft stuns)Raw damage only — Blast and Lance along the whole routeControl-heavy builds that rely on holding things in one kill zone
RIFT COLOSSUS24002035%Ground · BOSSMassive — 30 Core damage on breachEverything + spells; Gravity stalls it in rangeOutlasting you — it does not stop

Rule of thumb: Pulse for cheap chip & chaff, Blast for armor & splitters, Gravity to hold fast runners in the kill zone, Rift for priority snipes, Drone for locked focus fire and fliers. Kill Menders and Disruptors before the tanks they escort. Tier 2 (scored windows from Sept 7, Campaign from Mission 161): the Juggernaut wants constant chip, the Leech wants priority, the Herald wants Lance, the Husk wants a MIXED line, the Riftborn wants to die far from your Core, and the Anchor wants raw damage — no single build answers all six.

03·C

Map hazards — the battlefield fights back

Some battlefields carry a hazard: a feature of the ground itself, announced in the mission briefing and pinned to the HUD for the whole run. In the Campaign about half of the missions past Mission 10 roll one from their seed (never on onboarding, sector-core boss missions or the last five). In Ranked each weekly season carries one hazard for the whole week, set by the server alongside the weekly modifier — everyone in the season plays the same one. Tournaments and the War never have hazards: paid arenas stay pure standard.

HAZARDWHAT IT DOESHOW TO PLAY IT
≋ Rift CurrentA ring band (between two of rings II–V) where enemies move +35% faster.Kill before the band, not inside it. A choke sitting in the Current is a choke that leaks. Gravity fields just outside the band hold enemies where your damage lives.
☁ Ion FogA ring band where turrets standing inside it lose 25% range.Build on either side of the fog, never in it — a Lance on the far edge still reaches across. Turrets already inside it are not destroyed, only shortened; salvage and move them if the band blocks your coverage.
⚡ Rift StormEvery ~12 seconds of live wave time lightning marks a random occupied pad (shrinking rings), then strikes 2s later: that turret is silenced for 1.5s.Spread your damage — a line that depends on one Blast Mortar loses that mortar at the worst moment. The build phase between waves is safe; the storm only fires while enemies are on the field.

Band hazards are drawn as a tinted ring on the battlefield with dashed edges, labelled. The HUD pill shows the active hazard all run; hover it for the rule.

04

Battle spells

Equip three spells per run (competitive runs choose them at run start) and cast with Q W E or the spell bar. Every cast costs Energy ⚡ — there are no free spells — so a cast is always a trade against construction. Each spell has six upgrade levels.

⚡

OVERCHARGE

+50% damage to all turrets for 8s (scales to +100% for 15s).

40⚡ · 25s CD · SELF
↯

CHAIN LIGHTNING

60 damage strike, arcing to 4 nearby (scales to 160 dmg, 7 arcs).

30⚡ · 15s CD · TARGET
✦

RIFT VORTEX

Pull + slow enemies in a 150px zone (scales to 250px, 90% slow).

50⚡ · 30s CD · TARGET
⛨

AEGIS BARRIER

+60 Core shield instantly (scales to +220).

25⚡ · 20s CD · SELF
✚

NANO REPAIR

Restore +30 Core HP (scales to +120).

35⚡ · 25s CD · SELF
⏱

TIME DILATION

Freeze ALL enemies for 3s (scales to 6s + lingering slow).

60⚡ · 45s CD · GLOBAL
Boss macro: Time Dilation as the COLOSSUS crosses your kill zone → Overcharge → watch the HP bar evaporate.
05

Drafts — where runs are won

Every few waves — and after elites, bosses and ring unlocks — the run pauses and deals you three upgrade cards; you keep one. Cards show exact stat changes before you pick: turret damage, fire rate, range, Core armor, Energy income, spell power and rarer hybrid effects.

Draft strategy beats tower spam. Committing to a theme (everything Explosive, or everything slow-and-pierce) compounds: three synergized picks outperform five scattered ones. The Draft Intelligence perk raises the odds of rare cards appearing at all.

06

Expanding the Bastion

When you can afford it, EXPAND THE BASTION. Each new ring pushes enemy spawn gates farther from the Core, opens fresh buildable plating, and introduces one new pathing mechanic. Your old towers become the hardened inner line — expansion is how a good run becomes a deep one.

Timing matters: expanding right before a boss wave gives the COLOSSUS a longer walk through everything you own.
07

The five currencies

Every purchase in the game shows separate buttons per currency — the game only ever spends the one you tap. There is no automatic switching, ever.

CURRENCYEARNED / SOURCEDSPENT ONPERSISTS?
⚡ EnergyClearing waves in-runTurrets, upgrades, rings, spell castsNo — resets each run
◈ SalvageKills and waves in-runTactical supplies, rerolls, repairsNo — resets each run
◇ ShardsEvery run, free, win or losePermanent upgrades (free lane)Yes
OMENYour live OMEN walletTournament entries, packs, and the Standard lanes in the Perk Lab & DoctrineYes — real balance
OMEN is your real balance, read live from your authenticated OMEN account. The game never simulates it, and top-ups happen on the OMEN platform — never inside the game.
07·B

The Tower Arsenal — twenty permanent levels per platform

The Arsenal is the first permanent track most commanders should deepen. Five platforms, twenty permanent levels each. A level is bought once and is yours from that moment — it applies in every mode: Campaign, Ranked Campaign, Tournaments, Leagues and the Monthly War.

Why it comes first. Arsenal levels raise a platform's base. Drafts, Perk Lab perks and Doctrine ranks all multiply from that base — so the same perk is worth more on a deeper Arsenal. Buying breadth early makes everything bought later hit harder.

Arsenal levels are not drafts

A draft lasts one run and vanishes when the run ends. An Arsenal level never has to be re-earned. If you have ever finished a strong run and wished you could keep the build, the Arsenal is the part of the game that lets you keep a piece of it.

Spell Loadout

A separate station with the same shape: you equip three of eight combat spells before a run and that trio is what you take in. Tournaments and the Monthly War work differently — they use run-scoped spells, starting at LV 1 with whatever you upgrade during the run itself, so nobody arrives with a pre-built advantage.

08

The Perk Lab — permanent power

Between runs, the Perk Lab converts your currencies into permanent account upgrades across eight tracks:

TRACKWHAT IT GROWS
Core PlatingMaximum Core health — survive more breaches
Power GridStarting Energy — build turrets sooner
Salvage MatrixSalvage earned from kills and waves
Shard ResonatorShards earned per run — level the free lane faster
Tower Command UplinkAll turret damage, all the time
Spell MasterySpell cooldown reduction
Draft IntelligenceRarer, stronger cards in mid-run drafts
Emergency ProtocolEnemies that breach deal less Core damage

Each track has a paid path — OMEN Standard — plus the free Shard lane. All purchases are server-authoritative and tied to your account, not your device.

Where perks count: permanent upgrades apply in the free Campaign and the Ranked Campaign (the account-power league), where your OMEN path stacks with your free Shard lane. The same power applies everywhere — Tournaments, Leagues and the Monthly War included — on the identical server-issued map for every entrant. Every competitive score is server-validated either way.
09

The Campaign — 10 warzones, free forever

The campaign spans missions across 10 warzones, each with its own districts, environments and unlock chain. Missions gate new turrets (unlocks are shown on each dock button), open new districts, and pay Shards for the Perk Lab. There is no entry cost anywhere in the campaign — it's both the game and the training ground where permanent progression fully applies.

★ Perfect Mission. Clear a mission with zero leaks and zero Core damage and it pays +50% Shards on top of the normal reward — first clear or replay — and the mission keeps a permanent ★ on its record. Same bar as the competitive Perfect Run bonus; a shielded breach still counts as a breach.

09·B

Scoring — how the big numbers actually happen

Every competitive run is scored on twelve independent components. Nothing here is hidden — this is the exact formula the game runs, and the end-of-run screen shows your run's full component-by-component recap. Read it once and you will understand why two players who both clear all forty waves can still be 25,000 points apart.

COMPONENTWORTHWHAT IT REWARDS
Waves survived+1,000 eachDepth. Nothing else in the formula comes close.
Flawless waves+400 eachA wave where nothing reached your Core.
★ Perfect run+500 × scheduled wavesHold every scheduled wave with zero leaks and zero Core damage — +15,000 on a 30-wave tournament, +20,000 on a 40-wave Ranked clear. One breach, even a shielded one, and it's gone.
Speed bonusup to +200 per wave+8 per second saved against a 45s-per-wave par.
Core HP at the end+30 per HPFinishing healthy. Dying scores zero here.
Damage dealt+1 per 100Capped at 300 × wave, so you can't farm it.
Bosses killed+250 eachEvery RIFT COLOSSUS you put down.
Elites killed+40 eachThe violet-glowing ones.
Kills+10 eachVolume. The smallest lever on the board.
Core damage taken−25 per pointA penalty. Capped at 500 × wave, but it bites early.
Slow wavesup to −500 per waveA decay. A wave keeps its full 1,000 only if you clear it within 90s (2× the 45s par). Past that its value melts linearly to a 500 floor at 180s. Turtling behind Gravity fields is no longer free — kill, don't stall. Game time only: pauses and drafts never count.
Boosts+2,500 each, 8 availableRanked only. Eight optional objectives, listed below. None of them come free with a clean run — every one asks you to give up safety for score. All eight is the maximum and it is meant to be rare.

The eight Boosts

Ranked used to run 40 waves and then keep going in overtime, because two flawless 40-wave runs scored the same number — the damage and speed terms cap out, and on a clean clear everyone kills the same enemies. Overtime separated the field by making runs an extra half hour long. Boosts do the same job inside the original 40.

BOOSTHOW YOU CLAIM ITWHAT IT COSTS YOU
BLITZFinish the run in under 18 minutes.Build time.
SPRINTERClear 20 waves in under 25s each.You have to push, not hold.
RELENTLESSNo single wave takes longer than 30s.One turtled boss wave loses it.
FAST HANDSLaunch 10 waves with 5s or more still on the timer.The early-launch energy bonus you'd have banked.
SPELL DISCIPLINEClear 10 waves without casting a single spell.Your safety net, exactly when you want it.
WAR CHESTFinish holding 2,000+ Salvage.Everything you didn't buy with it.
SCORCHED EARTHFinish with under 200 Energy banked.Your emergency reserve. Directly opposed to WAR CHEST — plan which one you're going for.
OVERKILLDeal 6,000,000 damage in the run.Nothing, if you built for damage — this is the one that pays you back for the damage the score itself caps.
The four things that actually move your score:
1 · Go deeper. A wave is worth 1,000 — more than 100 kills. Everything else is a tiebreak between players who reached the same depth.
2 · Never leak. A clean wave pays +400 and avoids the −25/point penalty. Leaking 20 Core damage across a run is −500 and the flawless bonuses you didn't get. On a 30-wave run, a truly perfect defence is worth ~27,000 points on its own — the flawless waves plus the ★ Perfect Run bonus.
3 · Launch early. Pressing SPACE before the timer pays up to +200 a wave. Over 60 waves that's 12,000 points for doing nothing but being decisive.
4 · Finish alive. Core HP pays 30 a point at the end. Die and you lose all of it.

Why your score can drop even when you WIN. The live number in the corner includes the speed bonus at that moment — and the speed bonus is a countdown, not a bank. It pays +8 for every second you are ahead of the 45s-per-wave par, recomputed in real time, so a long final boss fight drains it while you watch (and it drains three times as fast at 3× game speed, because the par is measured in game time). Late Core hits swing double, too: each point of damage adds −25 and takes 30 off your end-of-run Core HP bonus — one 30-damage COLOSSUS breach near the end is −1,650 on its own. Your submitted score is the formula at the moment the run actually ends; the end screen's recap shows exactly what was banked.

Score versions. The formula for a run is locked by its competition window at the moment your run is armed. Ranked from September 9, 2026 scores on the full twelve-component formula above (score v7 — the eleven components plus Boosts, and no overtime); tournaments, War and the paid leagues stay on the eleven-component v6. Windows opened earlier use the same formula without the ★ Perfect Run bonus or the slow-wave decay (v4), and older windows used simpler math — waves ×1,000 + kills ×10 + Core HP ×20, with the speed bonus joining from v3 — so scores from old windows are not comparable point-for-point with new ones. The end-of-run recap always shows the components your window actually used.
Ties. Because Boosts have a maximum, two players can finish a season on exactly the same score. The board breaks it the same way it always has: the score that was banked first wins. Submit your best run early rather than sitting on it.

Why your score drops when you die. The number in the corner during a run is your live score — what you'd bank if the run ended right now. When the Core falls, two things happen at once: the Core-HP component goes to zero, and every point of damage you took is still sitting in the penalty. On a deep run that swing is easily 60,000–70,000 points. Both numbers are correct; they just measure different moments. A run you survive out of will always beat the same run you die out of.

Practical build order for a high score: take Gravity Wells earlier than feels comfortable — a leak costs you more than a kill earns. Commit your drafts to one theme so waves die faster and your speed bonus climbs. Save your Time Dilation and Overcharge for the boss waves rather than spending them on trash, because a boss that breaches costs 30 Core damage, which is −750 plus the flawless bonus plus the end-of-run HP.
09·C

Doctrine — the deep progression track

Doctrine is live. A second permanent-upgrade system, separate from the Perk Lab, built for players who want somewhere to keep going. Where the Perk Lab tunes the stats you already know, Doctrine adds capability the game doesn't otherwise have — critical hits, chaining shots, a fourth draft card, a seventh Mk level. Ten disciplines, each with its own deep ladder.

DISCIPLINEWHAT IT GROWS
CadenceTurret fire rate
OpticsTurret range
BallisticsProjectile speed and splash radius
OverloadCritical hits — a chance for any turret to hit far harder
ConductionChaining and piercing — shots that carry to extra targets
LatticeCheaper construction, extra buildable plating
FoundryCheaper upgrades, and eventually a seventh Mk level
InterdictionSlow and stun effectiveness
RequisitionA fourth draft card and extra rerolls
VigilDeeper wave preview, stronger Second Wind

Each discipline runs a 20-rank lane — the same model as the Perk Lab: the OMEN Standard lane. Every rank is a fraction of a percent, so the power comes from ten disciplines compounding rather than any single purchase. No rank ever costs more than the platform's per-purchase ceiling — the deepest rank sits at $24.

Disciplines unlock as you clear the campaign: each one opens at its matching warzone — Cadence at Warzone 1, Optics at Warzone 2, all the way to Vigil at Warzone 10 — so a fresh account can't buy its way past the game. You earn Standard-lane ranks free from Reward Packs dropped by warzone bosses (below), and you can also buy ranks in the lane directly with OMEN.

Where Doctrine counts: the same rule as the Perk Lab — active in every mode — Campaign, Ranked Campaign, Tournaments, Leagues and the Monthly War. There is no Shard lane in Doctrine; it is a token-only track.
09·E

The Daily Siege — fifteen seconds a day

Once per day you get a Daily Siege: a fifteen-second assault where you mash to launch and the damage you do decides the reward. There is no wheel and no spin: the daily is something you play, not something that happens to you. Destroy the target outright and it rolls a Reward Pack on top of the reward.

One outcome per UTC day, resolved on the server. Closing the tab, reloading, or switching device does not reroll it — the result is recorded the moment the siege ends. The rule exists so nobody can farm the daily by refreshing.

Quests

Alongside the siege, daily quests credit automatically as you play — no claim button, no missed window. They pay OMEN VIP Points. Weekly quest claims are currently queued portal-side: nothing is lost, and parked claims pay out once the portal assignment clears.

09·D

Reward Packs — the free lane, sealed

As you push through the campaign you earn Reward Packs — sealed containers that open into permanent power. A single campaign hands out about 25 packs, and which family you get depends on where you earned it:

FAMILYEARNED FROMWHAT'S INSIDE
PerkDistrict cores, as you clear themA level in one of the eight Perk Lab families
SpellCampaign milestone clearsA level in one of the six battle spells
DoctrineWarzone boss dropsA Doctrine rank in one of the ten disciplines

Warzone bosses are the wildcard: a boss pack rolls its family — perk, spell or doctrine — when it lands, so any boss can hand you any of the three. Cores and milestones stay fixed.

Every pack comes in one of five tiers — Standard, Rare, Elite, Prime and Rift. Higher tiers roll more grants at once and lean harder toward high-end levels. Each tier has a published price — 30 / 60 / 110 / 170 / 240 — but through the campaign you earn them for nothing. The full odds for every tier are published on the pack's odds screen in-game: the exact table the server rolls against, so what you see is what you get.

Three promises on every pack:
1 · No dead packs. Every pack grants at least one level you haven't maxed — it can never open into nothing.
2 · Duplicates still pay. Roll a level you already own and it converts to Shards instead, so an opened pack is never a zero.
3 · Pity at ten. Ten packs without a top-band grant and the next one is forced to roll high — a cold streak can't run forever.
Earned free, or bought. Packs are the free path to what OMEN buys — you get them by playing. The Pack Store carries all three families — perk, spell and doctrine, at the same prices — in the OMEN PACKS tab (STANDARD, RARE and ELITE singles). A pack opens at exactly the tier on the label. Every pack is rolled and recorded server-side against the same published odds, whether you earned it or bought it.
10

Ranked Campaign — the weekly ladder

11

Tournaments — OMEN

11b

Leagues — the paid weekly track

Three leagues, each longer and harder than the last, each on its own map. They are the campaign for players who have outgrown Ranked: everything you have built counts, the price is real, and the week is yours once you are in.

11·C

The Bastion VIP Pass — a standing discount you own

The VIP Pass is an NFT you hold in your own wallet that lowers what you pay in OMENX for as long as you hold it. Five tiers, each with a deeper discount:

TIERDISCOUNT
Standard5%
Rare8%
Epic12%
Legendary18%
Mythic25%

What it discounts — and what it does not

The discount applies to permanent upgrades, the Perk Lab, Doctrine, the Tower Arsenal, Reward Packs and cosmetics — the things you buy to get stronger.

It does NOT discount entry fees. Tournament and ladder entries, rebuys, extra runs and in-run purchases are all excluded. Those fund the prize pools everyone competes for, and a pass does not buy a cheaper way into them — if it did, every pass holder would be shrinking the pot the rest of the field is playing for.

It follows the pass, not the account

The benefit is attached to the token. Sell or send a pass and the discount goes with it — which is also why a pass is worth something to somebody else. Only your highest tier counts; passes never stack.

The tier is final

A pass never changes tier. There is no upgrade, merge or burn — what you draw is what it stays. Packs are opened by the OMEN platform, not by Last Bastion, against drop rates published in full. There is no Mythic pack at any price: the draw is the only thing that makes one.

See the tiers, the packs and the exact published drop rates →

12

Prizes, payouts & trust

Beta: features and rewards may change, and no financial returns are guaranteed. Last Bastion never asks for your seed phrase, private key, Discord password or a direct wallet signature.
13

Controls

INPUTACTION
1–5Select a turret class to place
Click platingBuild the selected turret
Shift + clickPlace several turrets in a row
Click a turretUpgrade · change targeting (first / strongest / closest) · salvage
Q W ECast equipped spells 1 / 2 / 3
SPACELaunch the next wave
Scroll / pinchZoom the battlefield (auto-fit keeps the full Bastion in view)

Fully playable on desktop and mobile — same account, same progress.

⬡ ENTER THE BASTION