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Jul 6, 2026·Lambda 7 Tech LLC·
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Tactical tower defense on a reactive circuit lattice. Defend the CORE while INTRUSIONS pathfind from BREACH POINTS. Every unlocked module is on the open palette every wave. CHARGE pays for placements and upgrades; powered modules draw upkeep mid-combat. Every placement is a live budget decision.

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About Circuit Keep

Circuit Keep screenshot 1

Circuit Keep is a tactical tower defense set inside a living circuit lattice.

You defend a critical CORE from waves of INTRUSIONS that pathfind from BREACH POINTS through a reactive lattice of nodes and wires. Every wave is a placement puzzle.

PLACE, ROUTE, HOLD

Build modules onto the lattice and route POWER from the CORE. Decide which paths to harden, which to throttle, and which to feed into your splash damage.

TWELVE MODULE FAMILIES

Damage comes in four flavors:

KINETIC - Raw impact force. Reliable against unarmored intrusions.
THERMAL - Scorching energy. Often triggers the BURN status effect.
ELECTRIC - High-voltage discharge. Pairs with EMP.
CORRUPTIVE - Corrupts signal integrity over time. Often triggers BITROT.

Modules deal damage based on one of the types above and some will also apply STATUS EFFECTS:

THROTTLED - Reduces movement speed significantly.
BURN- Thermal damage-over-time scaled by the module that applied it. Reapplying refreshes to the stronger source.
EMP - Electrical debuff that locks targets in a stutter-loop — frozen, then lurching forward, then frozen again.
BITROT - Corruptive damage that stacks with repeated hits. Moving intrusions take bonus damage. Best against intrusions in sustained contact.

Hold a route with FIREWALL or BUFFER GATE — both BARRIER families. Throttle crowds with JAMMING FIELD. Boost adjacent modules with AMPLIFIER. CHARGE NODE trickles CHARGE, broadcasts POWER along wires, and raises BATTERY capacity. Every module you've unlocked is on the palette every wave — pure strategy.

LIVE CHARGE ECONOMY

CHARGE — the currency you spend to place and upgrade — only accrues while the sim is running, and every powered module on the lattice draws upkeep the moment combat resumes. Pausing to plan stops both income and upkeep, and your CHARGE pool is capped. Every placement is a live budget decision.

TWELVE INTRUSION FAMILIES, SEVEN ELITES, THREE BOSSES

Each family has its own damage AFFINITIES, movement tricks, and STATUS EFFECT immunities. ELITE variants stack new AFFIXES on the base behavior on later waves. Three bosses cap the acts: BYTE PRIME, DEADLOCK, KERNEL.

THREE ACTS, PERSISTENT RESEARCH, ENDLESS MODE

A three-act campaign introduces matchups one family at a time, ENDLESS mode keeps escalating until the lattice falls, and a persistent RESEARCH GRAPH layers permanent campaign-wide bonuses — extra CORE HP, faster CHARGE, cheaper module classes, BARRIER reinforcement — earned by scoring STARS on level clears.

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.

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