Directional Miners
Place current 3×3 Miners on visible number fields. Their structural output sockets make the first Belt hand-off readable.
Systems // current playtest
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.
Production spine
The first chain teaches 3 + 4 = 7. Later targets ask you to extend, reroute, buffer, and rebuild the line while wave pressure keeps moving.
Place current 3×3 Miners on visible number fields. Their structural output sockets make the first Belt hand-off readable.
Feed two number inputs into a configured operator. Result and remainder leave through dedicated output ports.
Only a processed value matching the current wave becomes an Ammo Box. Raw and incorrect numbers leave through reject.
Number-fueled POWER, batteries, narrow lines, and the passive Collector supply keep demanding machines online.
Mine advanced resources, refine upgrades, produce DEF, and deliver build stock back to the Collector before expanding defense.
Storage, SORT, Splitters, logic, memory, counters, delays, Control Lines, PHYS, and LIGHT extend the late factory.
Readable under pressure
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.
Defense roster
Every tower needs loaded Ammo Boxes. New roles add tactical options without bypassing the production line that makes the defense possible.
Fast, direct single-target fire. Available from the start and reliable against early waves and runners.
A heavy kinetic shot with splash damage for attackers that bunch together.
A control field that slows and briefly interrupts enemies near the defense line.
Marks targets and boosts nearby DEF towers, turning placement into a support puzzle.
LIGHT Gates only block and damage while fully supplied, so a brownout can open the route.
The central objective, three-input intake, passive PWR source, and stock ledger at the heart of the run.
Enemy pressure
Each wave exposes a different weakness: production speed, Belt capacity, targeting, power, placement, or the simple fact that the next Ammo value changed.
The first wave waits for a loaded Laser Gun. The complete 3 + 4 → 7 → AMMO chain is visible before combat begins.
Runners, tanks, splitters, shielded units, support enemies, and bosses change target priorities and timing.
The required target changes across waves. Existing stock does not replace a factory that can make the next answer.
Core health, enemy pressure, loaded towers, firing, impacts, wave clears, and boss moments stay tied to authoritative state.
Built to keep
Math Wars can start without an account, saves locally, supports English and German, and shares the same deep building language as Free Play.
Core online