Funds 0
0
Wave
0
โš” 0vs0 ๐Ÿ›ก
โš” 0vs0 ๐Ÿ›ก
Lives 0
Boss
Tool
Board
15 × 14
1.0 Path, all
Terrain
1.0 Steepness
Start
File
Wave Health

Level editor

Preset foundations

These layouts start in the player's Blueprints tab. Add one by picking 2-4 touching, fully-upgraded towers on the board.

No preset foundations yet.

Level editor

1.00 Size
0.00 X
0.00 Y
0 Z

tower.gunner

Options

Keybinds

SpacePause
Tab2x speed
BBuild menu,1234Pick tower
RRepair tool, or rotate an armed blueprint
EscBack
Ctrl+๐Ÿ–ฑTower menu
Shift+๐Ÿ–ฑSelect ยท drag: move / box-select

Import level

Load a level file

Choose a level .json file. It opens in the editor as a new level; nothing is overwritten.

Photosensitivity Warning

This game contains flashing lights and effects that may trigger seizures for people with photosensitive epilepsy. Player discretion is advised.

SpacePause
Tab2x speed
BBuild menu,1234Pick tower
EscBack
Ctrl+๐Ÿ–ฑTower menu
Shift+๐Ÿ–ฑSelect ยท drag: move / box-select

Build

Choose a tower

Selected tower

Gunner

0 kills

Target mode

Foundation

Large Foundation

4 towers linked

Unfortified

Blueprint

Place a saved layout

No blueprints yet. Build a Foundation, open it, and save it as a blueprint to reuse its layout.

Demolish

Confirm

Build Foundation?

Links towers together.

Confirm

Bulldoze tower?

No refund.

War Nerve Tower Defense

What's new
  • The level editor's tool bar no longer scrolls — it sizes itself to the controls it is showing, so every tool is on screen at once
  • The game pack list on Choose Battleboard refreshes itself — drop a pack folder in beside a running game and it appears in the picker when you come back to the window, no reload needed
  • The level editor has a Bulldoze tool: click to clear a tower or obstacle outright, or hold and sweep to clear a whole row of them — no more cycling a tower through every upgrade to get rid of it
  • Widening a stretch of road in the level editor now stays where you put it — a drag that added a bend used to shunt the widths onto the wrong legs and quietly narrow the last one
  • The level editor says what its path check found every time it runs, not only when something is wrong, and every message it has now appears at your pointer instead of down the side of the screen
  • Tap Esc twice on the main menu and the camera goes cinematic: it picks out whatever is worth watching in the demo playing behind the menu — a boss, the enemy closest to getting through, a tower in the thick of it — holds the shot, then cuts to the next. Esc again puts it back
  • A level's entrance and exit are now fixed where the board puts them — nothing in the editor moves them, so the way enemies come in and the point they're heading for stay put while you shape the road between them
  • The level editor keeps the last path that passed its check: while a drawn path is failing, that one is ghosted underneath it and Revert path puts it back
  • The level editor's path can no longer be pushed around by accident. Clicking any stretch of it selects that section and nothing else; to move the road you drag across a section, which slides that whole run sideways without adding corners to it. + Bend splits the selected section so its halves can go their own ways, and alt-clicking a bend removes it
  • Level editor fixes: changing terrain steepness now rebuilds the board properly, shrinking a level clears obstacles and towers left off the edge, saving after deleting a level no longer overwrites another one, and imported levels keep their obstacles
  • The level editor no longer leaves you with a broken path: let go of a drag that crossed the route over itself, or ran it alongside itself into a T-junction, and it folds back into a legal shape — adding or removing bends as needed and keeping as much of what you drew as it can
  • The level editor has a Sprites window for tuning how a game pack's art sits on a tower — size, position, pivot and whether it turns — live on the board, with Save to pack writing the values back into the pack's own pack.json
  • Game packs can set the draw order of a tower's layers with a new Z value — put the gun behind the soldier manning it, or the crew in front of the emplacement
  • Game packs can position each tower layer independently, so a gun can pivot on its breech and a crew can stand beside the weapon rather than on top of it
  • Game packs can now build a tower out of separate layers — platform, crew and gun — so the gun and the soldier manning it swing round to track a target while the emplacement stays put
  • An Engineer now keeps at most 4 mines on the board at once — it lays a fresh one as soon as one of its own is tripped
  • Engineer mines now detonate with a proper high-explosive blast instead of a small pop, sized to the ground the mine actually covers — Motion Sensors mines throw the wider one
  • Waves now grow much harder as a run goes on: enemies gain health faster and arrive in bigger groups, so a defense that coasted through the later waves will have to keep expanding
  • Game packs can now supply artwork for the mines an Engineer lays — a mine sprite for all of them, or mine.<tier1> / mine.<tier1>.<tier2> to give each spec its own. Packs without one keep the plain X marker
  • Engineer's Minefields and Motion Sensors have swapped places: Minefields is now the first upgrade (more mines, wider, weaker), and Motion Sensors is the follow-on that adds a strong blast on trigger
  • Tower placement previews now show the tower's own artwork in grayscale instead of a black silhouette, so you can tell at a glance what you're about to build
  • Your levels are now kept as .json files in a folder you choose, not hidden inside the browser — the first save asks where to put them. Nothing else is stored between sessions: settings, the game pack and the tutorial all start fresh each launch
  • Level editor: paths can now be widened, in half-tile steps from 1 to 7 tiles across. Click a stretch of path to pick it, then use the Path −/+ steppers — with nothing picked, every leg widens together
  • Shadows now match the shape of the art casting them: a tall sprite standing upright throws a narrow shadow, and widens as it turns side-on
  • Game packs can now supply road tiles for the path — path.straight, path.bend, path.tee, path.cross and path.end, each rotated into place automatically, or a single path tile for the whole road
  • Game packs that fail to load now say why under the pack picker instead of silently doing nothing, and a broken pack no longer takes the game down with it
  • When the menu fades away, the demo behind it zooms in on the path entrance and then drifts slowly along the map, instead of sitting zoomed on the middle of the board
  • Levels can set the wave they start on, alongside starting funds and lives
  • New Foundations button in the level editor: see every preset the level hands the player, add one by picking towers on the board, or remove it
  • Levels can ship preset foundations: in the editor, hit Foundations then + and pick the towers to group. The level starts with that layout in the player's Blueprints tab
  • Runners no longer shy away from Engineer traps. Every enemy trips them on contact
  • "Next boss" now appears halfway through the cycle, from the 5th wave, instead of straight after the last boss
  • Bosses now walk straight over traps: mines, stun and slow don't touch them
  • The Improviser reaches 25% further and hits 25% harder
  • The main menu now opens over a live battle. The board plays itself in the background until you start a run
  • Opening the main menu mid-run no longer stops time. The battle plays on behind it, you just can't touch the board
  • Gunners and Improvisers now turn to face what they're shooting
  • Any connected group of up to 4 towers can become a Foundation: Ls and staircases work now, not just the fixed shapes
  • Rounds are no longer blocked by terrain taller than the tile they were fired from
  • The level editor can place obstacles: tiles nothing can be built on nothing can be built on
  • New Repair tool in the build bar: tap or drag over damaged towers to patch them instantly, priced by how badly they're hurt
  • Levels can now set terrain steepness in the editor: how fast the ground climbs away from the battle path
  • EMP traps now fry drones that fly over them
  • New Demolish tool beside Blueprints, with three teardown methods: strip a tower out over 5 waves for a full refund, demolish it over 2 for half, or blow it up now for nothing
  • Shift-drag with a tower armed lays out a whole line of them, queueing any you can't afford yet
  • Drones now fly into a tower and explode for one heavy hit instead of circling it, and Anti Drone has to track a drone before it fires
  • Breachers now lead their target instead of firing where it was, and Shotgunner throws a wide 8-pellet spread
  • Funds popups from kills close together now merge into one running total instead of stacking up
  • Towers that can't break shields now fire on shielded enemies anyway when there's nothing else in range
  • High Explosive drops its anti-Runner bonus and its range penalty. It's now purely the explode-on-hit spec
  • Shift-click a second tower to select both, and clicking empty ground now clears the selection
  • The multi-select upgrade window now appears whenever any two selected towers share an upgrade path, and applies to just those
  • Buildable tiles are a brighter, clearer green while placing; the old "best tile" heatmap is now a debug option
  • Fullscreen no longer turns itself on. It's off until you tick it in Options
  • "Next boss" hides while you're fighting one, and the upgrade "!" no longer shows on inactive towers
  • Towers no longer gain damage from kills. A veteran tower hits exactly as hard as a fresh one
  • Snipers now look their spec: Railgun is a narrow spike, Recon a wide spotter's wedge
  • One upgrade UI: specs are bought from the in-canvas chips, and the tower menu now has an Upgrade button that opens them
  • Rounds that can't break shields are now stopped dead by them instead of passing through
  • New Laboratory tower: unarmed research building that pays out funds while a wave runs
  • Killed enemies now grey out and recoil away from the shot before fading
  • Enemies now pass straight through each other instead of bunching up behind slower ones
  • The Phantom now throws runners out ahead of itself as it charges, and Runners never spawn shielded
  • Upgrade chips now wrap their description onto multiple lines instead of scrolling it past
  • Every full loop through the boss roster now makes enemies 25% tougher, so late runs keep escalating
  • Tracker Trap now only marks Runners. Other enemies trigger nothing
  • Rounds now fizzle out after flying past their tower's range, instead of streaking across the board
  • Shielded enemies no longer pulse; only the Bulwark boss's shield does
  • Gunners hit harder: base damage raised from 7 to 10
  • The start screen now shows the date of the last update
  • The UI now scales itself to your display, so it no longer looks tiny on 4K and other high-resolution screens
  • Aim Hold is now a Sniper-only targeting mode
  • Runners now pay out half the funds on kill
  • Game packs can now supply their own artwork for towers, enemies, bosses and drones
  • The strength meter now shows a live "on board now" reading under the full-wave estimate, and counts each tower's actual range and enemy shields
  • The wave chip now reads "Next boss:" with ticks counting down to the next boss
  • Silverfish now launches its runner swarm from behind itself, so they surge through and past the boss
  • Autocannon rounds now only ricochet off shielded enemies
  • New Pillbox foundation upgrade for all-sniper foundations: the strongest armour, cutting damage by 85%
  • Killing an enemy now shows the funds it paid out as floating text
  • The strength meter marks how much of the coming wave is shielded (blue)
  • Levels now carry a version, and importing one made in a different version warns you it may play differently
  • Gold is now called Funds throughout the game
  • Selecting a tower now shows its range (or a sniper's firing arc) on the board
  • Any tower can now target an enemy once its shield has been cracked open, not just armour-piercing towers
  • Click another tower to switch the open tower menu straight to it
  • Added a photosensitivity warning that shows briefly when the game opens
  • Pop-up hints now appear the first time shields and drone operators show up, so you learn how to counter them
  • Press Esc mid-game to bring up the menu (paused); press it again to resume
  • Rebalanced the early game: tougher enemies (100 HP base), slightly fewer per early wave, and gunners hit a little harder
  • Starting funds lowered to 100 for a tighter early game
  • Enemy shields are now a ring of 4 sections with gaps between them - each holds a quarter of the shield, and once a section is worn down (or a bullet finds a gap) shots pass straight through to the body
  • Snipers now pierce: a base sniper shot hits 2 enemies in line, and the Railgun punches through 4
  • Rebalanced core numbers: enemy health, boss health scaling, and sniper damage all retuned
  • Towers grow stronger with experience: every kill adds a little damage, up to +50% for a seasoned tower
  • New boss - the Mobile Command Station: a crawling carrier that pumps out a drone swarm the whole way down, and directs its drones onto any tower (bring Anti Drone cover)
  • Give a free-standing tower a move order: shift-drag it to a destination and it walks there 3 tiles per wave (over other towers, on its own ground level), holding fire while it relocates
  • Blueprints can now be queued even when you can't afford them yet. The foundation and its towers build automatically as funds comes in
  • New Options menu: choose a UI size and toggle fullscreen (on by default in the desktop app)
  • Select several identical towers (same type and upgrade level) to upgrade the whole group at once
  • The battle path now sits at ground level rather than in a sunken trench
  • Scroll the mouse wheel to zoom the board in and out, and drag the board to pan the camera around it
  • Pick a UI size (Small, Normal or Large) in Options to scale the HUD, build bar and menus - your choice is remembered
  • The How to play guide now appears automatically after you pick a board, so a first run starts with the rules in front of you
  • Snipers can now build on any high ground (elevation 2 and above), not only the exact plateau - though perching higher than the plateau still costs them damage
  • Level editor: a drag that would cross the path over itself now simply stops, holding the last shape that worked, instead of letting the route break
  • Level editor: an illegal path is no longer silently reshaped - your drawing stays put, the tiles at fault glow red along with the waypoints that made them, and the editor tells you what's wrong
  • Level editor: the board drags and wheel-zooms just like it does in game, so a big level is easy to move around
  • New obstacle for level authors: the Apartment, a tower block with lit windows, alongside the Mountain
  • Level editor: opening it from the menu now starts from the "Editor-Preset" level, if you have one, instead of a blank board
  • Level editor: the tool is picked from a dropdown now - Path, Tower, Obstacle, Raise and Lower in one list
  • Level editor: every bend in the path now has a waypoint on it, so there are no corners left that you can see but can't grab
  • Level editor: a path drag now runs along one axis at a time, with two guide lines out to the edges of the screen showing the channel it's moving in
  • Level editor: dragging a corner now slides it along the two runs it joins, taking the leg with it and keeping the bend square, instead of dragging it off into a staircase (hold Alt for the old free movement)
  • Level editor: dragging a straight run of path 5 tiles or longer now pulls out a straight 3-tile section, with a bend at each end, instead of a single V
  • Level editor: the control column is more compact, leaving more room for the board, and Raise, Lower and Steepness now live in their own Terrain section
  • Gunners, traps and breachers can now build on the second terrain step as well as the first, opening up a lot more ground
  • Breachers now build on the low rise (elevation 1, the same ground gunners and traps use), not on any open tile
  • Share your levels: the editor's Export shows the level as text you can copy, and Import loads a level someone sends you
  • New level editor. Draw your own board: click a stretch of path to select that section, drag across it to move it, widen it or add a bend to it, raise and lower the ground, place towers the level starts with, bulldoze what you don't want, set its starting funds and lives, then play-test and save. Your levels appear on this menu
  • The board is now a fixed size you choose - Small, Normal or Large - instead of being cut to fit your window. Every board plays the same everywhere; resizing the window just scales the tiles, and no longer rebuilds the board mid-game
  • New tower controls: click a tower for its quick upgrade window, Ctrl/Cmd-click for the full menu, shift-click to add towers to a selection, shift-drag a tower to relocate it (live preview), and shift-drag empty ground to box-select
  • New Breacher path - Incendiary lobs firebombs that leave a burning pool on the path; its Flamethrower upgrade fires fast flame rounds that ignite enemies on hit

ยฉ 2026 War Nerve ยท warnerve.net

Options

Settings

Display
UI size
Your Windows display scaling affects how big this looks
Resolution
Ignored while fullscreen is on
Accessibility
Stops towers dropping in and the wave counter flashing
How long the mouse must be still before a click that spends or removes something counts

Choose Battleboard

Game pack
Additional controls

How to play

Objective

Enemies move along a path leading to your base. Construct towers, foundations, and supporting infrastructure to defeat them. each one that leaks costs a life, and losing them all ends the run.

Funds & queue

Funds is optained by destroying enemies, bosses and surviving waves. You can queue placements ahead of your funds, they start construction once you can afford.

Towers
  • Gunner: cheap, fast all-rounder.
  • Sniper: long range, heavy single shots. Great for tough targets and bosses.
  • Engineer: deploys mines on the path to slow and stun.
  • Improviser: short-range shotgun that shreds packed groups.
Building & Upgrades

Tap towers to upgrade or set its targeting mode. Group towers on a Foundation and fortify it with a Fence or Wall to blunt drone damage.

Know your enemy
  • Shielded: ringed by 4 shield sections with gaps between. AP gunners and snipers chip a section down, then shoot through the gap or the hole they made.
  • Runners: fast and fragile, won't dodge traps.
  • Drone operators: launch drones at your towers. Anti Drone specialists down them.
  • Bosses: every tenth wave, and waves toughen the longer you last.

Debug options

Run
Diagnostics
Open a run to see live numbers.
Overlays
Next run defaults
Balance (data/balance.json)

Overrun

Defense broken

0

Waves survived. Try again with faster tower placement.