Energy is everything
One reserve connects survival, construction, combat recovery and later strategic operating cost.
Physics-driven strategy · Babylon.js · browser native
Defend is a strategy game about scarcity, temporary fortifications, and manipulating a physical battlefield. Energy is your health, construction budget, defended resource, and the economic consequence of combat.
History
The modernization treats the original as a behavioral reference rather than discarding it. New systems must prove that they preserve Defend's identity before replacing historical ownership.
The first public commits establish the original browser game.
The project explores installable web delivery while keeping the game browser-first.
Defend is shared publicly as a 3D tower-defense webgame and later becomes part of the Babylon.js Community Demos collection.
Original Babylon.js community thread · Babylon.js Community Demos
The project formalizes its game-design manual, deterministic contracts, Storybook laboratories, Rust/WASM core, and a Babylon 9 hybrid-engine preview.
The complete historical MVP remains the primary playable Defend experience. Modern systems are published separately as unfinished experiments until full gameplay parity is certified.
Historical version
The historical Webpack/Babylon.js 3/Cannon application contains the complete original gameplay loop: direct world interaction, tower placement and upgrades, attacking spheres, energy recovery, finite-lived enemies, procedural sound, victory/defeat and restart behavior.
Playable MVP: the classic implementation is published on this site as the current complete game while modernization continues. The experimental routes below are development previews and do not replace the MVP until parity is certified.
Unfinished development experiments
These playgrounds are experimental development surfaces, not the current game. Each isolates a real part of the intended modernization so mechanics can be evaluated before they become production authority.
Fixed-step Bevy/WASM semantic state with Babylon rendering.
02Hover drain, depletion, instability and physical consequence.
03Sector selection and physically constrained mothership approach planning.
04Finite local energy, conduits, pressure, depletion and eruption.
05Shared geometry alters both raider travel and recoverable-energy flow.
06Deployment, drilling, finite turret slew, misses and terrain deformation.
One reserve connects survival, construction, combat recovery and later strategic operating cost.
Mass, momentum, collision, obstruction, knockback, falling and spatial clearance matter tactically.
Raiders are finite-lived. Delay, trapping and inefficient routing can defeat them without raw damage.
Towers age and degrade. Building purchases a period of control, not permanent accumulation.
Game manual
This manual distinguishes the historical playable loop from mechanics still being developed for the improved version.
Protect the central energy silo. The same reserve is your health, build budget and defended resource. Spending makes the fortress stronger but reduces the margin you are protecting. Projectile damage can return energy, while surviving raiders that reach the silo drain it.
A strong defense therefore balances immediate safety against future sustainability. The intended campaign eventually exposes the paradox that complete deterrence can remove the interaction that replenishes the system.
Touch and pointer interaction are part of the historical design; the modernization preserves direct world manipulation and adds explicit accessible alternatives where needed.
Low-cost spatial control. It does not need direct damage to matter: block lanes, create congestion, lengthen routes and buy time against finite-lived raiders.
Responsive granular projectile defense. Frequent packets suit lighter or mixed threats, target switching and active correction.
Slower, higher-commitment fire with larger projectile packets and stronger impulse. Placement and timing matter because misses are costly and cadence is slower.
Higher tiers are not permanent upgrades. Towers age; stronger tiers degrade through lower tiers and eventually disappear. The improved version extends this with visible construction, maintenance, finite slew and geothermal dependencies.
Small and comparatively cheap. Its size and flexibility make narrow routes useful and large-cadence weapons easier to waste.
Medium pressure body. It occupies the middle of the physical and economic trade space rather than relying on a hidden damage-type rule.
Large, expensive and persistent. Greater inertia makes displacement harder, but a trapped or ejected Titan represents a much larger lost investment.
Raiders can be defeated by damage, delay, obstruction, redirection, finite-life expiry or physical ejection. They share the same physical world and should differ through continuous properties—size, mass, momentum, survivability and mobility—not arbitrary immunities.
The longer-term design turns the defended silo into a mothership. The player then uses the same energy economy from the other side: operating the ship, selecting sectors and investing energy into raiders that must extract more value than they cost. Existing defenses become the obstacles the player once built.
This inversion is not yet full production gameplay; current playgrounds expose finite mothership energy, raid navigation and energy/world-ecology components independently.
Every playground exposes its current scene controls in the Controls panel. Keyboard shortcuts are printed in the buttons themselves. Common interactions include drag to orbit, wheel/pinch to zoom, Space to pause where supported, R to reset/rebuild, C to change/reset camera, and scene-specific controls for energy, eruption, routing, migration or target selection.
The playgrounds are experiments, so their controls are evidence surfaces rather than the final game input scheme.
Tips & tactics
Energy spent on unnecessary upgrades weakens the reserve you are defending.
A longer path or congested lane can let finite-life raiders expire without an expensive kill.
Ejection can end a threat before its HP reaches zero. Heavy shots become positional tools.
T2's frequent packets reduce overkill on light targets; T3's larger impulses matter when inertia becomes the problem.
The improved energy-flow model makes geometry relevant to whether released energy can return to the reserve.
The campaign's central trap is perfect deterrence: fewer attacks can eventually mean less recoverable energy.