Systems // current playtest

The complete Math Wars machine.

One readable combat loop sits on top of a deep factory. Numbers are mined, transformed, packed, powered, routed, stored, and spent as real defense Ammo.

A current Math Wars factory with number miners, MATH, AMMO, defense, the Collector Core, and connected Belts.
Current runtime systems in one factoryMine → solve → pack → defend

Production spine

An answer only counts when your factory can keep making it.

The first chain teaches 3 + 4 = 7. Later targets ask you to extend, reroute, buffer, and rebuild the line while wave pressure keeps moving.

01 / EXTRACT

Directional Miners

Place current 3×3 Miners on visible number fields. Their structural output sockets make the first Belt hand-off readable.

02 / CALCULATE

MATH factories

Feed two number inputs into a configured operator. Result and remainder leave through dedicated output ports.

03 / VALIDATE

AMMO packer

Only a processed value matching the current wave becomes an Ammo Box. Raw and incorrect numbers leave through reject.

04 / POWER

PWR network

Number-fueled POWER, batteries, narrow lines, and the passive Collector supply keep demanding machines online.

05 / EXPAND

TEC, KIT, and DEF

Mine advanced resources, refine upgrades, produce DEF, and deliver build stock back to the Collector before expanding defense.

06 / CONTROL

Factory automation

Storage, SORT, Splitters, logic, memory, counters, delays, Control Lines, PHYS, and LIGHT extend the late factory.

Readable under pressure

The Belt network is your battle plan.

Four transport families scale from 1× through 4×. Directional ports, fair side docks, crossings, splitters, bridges, and research-extended underground runs keep dense layouts legible.

TRANSPORT BUS01 → 04
Belt1× baseline
Flux / Pulse2× / 3×
Quantum4× throughput

Defense roster

Four tower roles, all fed by the same math.

Every tower needs loaded Ammo Boxes. New roles add tactical options without bypassing the production line that makes the defense possible.

ROUND / 2 DEF

Laser Gun

Fast, direct single-target fire. Available from the start and reliable against early waves and runners.

SQUARE / 3 DEF

Rail Gun

A heavy kinetic shot with splash damage for attackers that bunch together.

HEX / 4 DEF

Hex Field

A control field that slows and briefly interrupts enemies near the defense line.

OCTAGON / 5 DEF

Octagon Relay

Marks targets and boosts nearby DEF towers, turning placement into a support puzzle.

LIGHT / NETWORK

Powered gates

LIGHT Gates only block and damage while fully supplied, so a brownout can open the route.

CORE / 7×7

Collector

The central objective, three-input intake, passive PWR source, and stock ledger at the heart of the run.

Enemy pressure

Prep. Impact. Rebuild.

Each wave exposes a different weakness: production speed, Belt capacity, targeting, power, placement, or the simple fact that the next Ammo value changed.

01

Readable opening

The first wave waits for a loaded Laser Gun. The complete 3 + 4 → 7 → AMMO chain is visible before combat begins.

02

Mixed attackers

Runners, tanks, splitters, shielded units, support enemies, and bosses change target priorities and timing.

03

Exact Ammo

The required target changes across waves. Existing stock does not replace a factory that can make the next answer.

04

Visible consequences

Core health, enemy pressure, loaded towers, firing, impacts, wave clears, and boss moments stay tied to authoritative state.

Built to keep

A guided run first. A real factory underneath.

Math Wars can start without an account, saves locally, supports English and German, and shares the same deep building language as Free Play.

2Visible start modes: Math Wars + Free Play
EN / DEComplete current game copy
LocalSave, load, restart, and resume
PWAOptional installable browser shell

Core online

Build the answer under fire.