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Zukontide - Gameplay Trailer
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Nov 5, 2026·Sindre

Swarm-scale tower defense: up to 40,000 aliens per siege, thousands on screen, physically crushing into your chokepoints. You are expected to fall — every kill banks credits, even in defeat. Grind the war economy, research deadlier guns, mount them on the ruins, and return to hold the line.

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About Zukontide

40,000 enemies. One bastion. Hold the line.

Zukontide is an incremental tower defense at swarm scale. The Zukonid tide doesn't file in one lane at a time — it floods the map in the thousands, piles up at your chokepoints in a physical crowd-crush simulation, and claws at your walls while the mass shoves in from behind. Thousands of enemies on screen at once, each one a body with weight — the horde behaves like a horde: it backs up, it crushes forward, it drowns you. Castellan Harrow is honest in your first briefing: you are expected to fall. Your job is not to survive — your job is to make the tide bleed. Kills bank credits even in defeat, and credits buy persistent research: new weapons, deeper upgrade tracks, heavier bastion armament. Lose, grind, return, and turn the map that broke you into a killing field. Five sieges escalate from a 650-strong probing assault to a 40,000-strong flood, and the ruined walls that shape each battlefield are also your gun platforms — the swarm breaks against the same stone your turrets stand on.

The War Effort

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A horde with mass — a real crowd simulation, not a conga line. The front rank gnaws your walls while thousands more pile into the choke behind them.
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Losing pays — every kill earns credits, victory or defeat. Persistent research between battles, and even mid-battle from the pause menu.
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Six weapons, stacking effects — autoguns slow, autocannons knock back and burst the small ones apart, plasma burns. An enemy that's slowed AND burning takes +50% damage from everything.
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Artillery that arcs — Big Bomba shells lob clean over the swarm and detonate where they land; the Inferno Bomba leaves craters that keep burning.
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Soldiers you command — and sacrifice — a Barracks fields laser troopers you order directly with marquee multi-select. The swarm aggros onto them: fragile, expendable bait — or march them into dormant super-weapons that wake only by consuming one.
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Arm the bastion — upgrade your gate from a bare wall to a fortress crowned with four overcharged red plasma corner guns.
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Five escalating sieges — 650 to 40,000 enemies, including a bastion assaulted from every side at once and a map where you place the walls yourself.
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Battle abilities — call an Orbital Strike into the thickest press, or slam down an Emergency Barricade and let them gnaw through it.
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Three ways to fall — Normal, Hard, and Endless. Hard ends with THE ZUKOLORD, a colossal chrome monster that walks over your walls; Endless ramps the pressure until you break, with per-map records.
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Know your enemy — Skitterlings, red Rushers, wall-ignoring flyers, armored Zukomaws, chrome Iron Zukonids. A kill-count codex pays bounties for every species you master, and Hard clears earn medals.

The bastion will fall. Make them pay for it.

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

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