
A tower defense where towers don't make their own bullets. You build the factory that feeds them: harvest ammo, route it through belts, and stack effects until a single shot homes, pierces, splashes AND one-shots the whole screen.
Modeled estimate, not a reported figure. How we estimate →
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Factorio meets Bloons TD, on a weird little hex globe.
In Hex Tower Boogie your towers don't make their own bullets, you do. Harvest ammo, route it through a factory of belts and Grabbers, shape it in stations, and feed the right tower before the next wave hits.
Harvest & route: pull raw bullets and push them through Grabbers and belts
Shape your shots: damage, splash, pierce, speed, ice, burn, homing, split-shot
Fix the bottleneck: when storage jams and towers starve, reroute and survive
Towers don't fire on their own, they eat the bullets your factory delivers. Plant them at the chokepoints, keep them fed, and watch the line hold.
Here's the real game: stacking effects until it gets ridiculous.
A cannon that one-shots the whole screen every 10 seconds? Build it.
A homing splash tower? Take it.
Homing AND multishot AND piercing AND bonus damage on the same bullet? ...yeah, that too.
Then socket punchcards for even crazier effects, and carry meta-upgrades across runs. By the end your screen isn't a tower defense, it's a fireworks factory.

The battlefield is a compact hex globe: readable, weird, colorful, built for fast iteration. Place a machine, watch it move, find the choke point, hold the line.
How absurd can one bullet get? Build the machine. Feed the towers. Let the whole board boogie.
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Languages: English, German, Portuguese - Brazil, Russian, Simplified Chinese
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.4K | 44 | 95% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $3.3K | 15 | 87% | $9.99 | |
| $1.9K | 6 | 83% | $12.99 | |
| $1.7K | 9 | 100% | $6.99 |