Bulwark
Tower defense for people who like belts
- Factorio 2.1
- 30 waves
- 4 lanes
- Lua
Thirty waves walk down four fixed lanes at a crashed ship. The towers are Factorio’s own turrets, which are cheap — so the difficulty curve is not what you can afford, it is whether you can keep four killboxes fed at once.
The idea
Ammunition is the health bar. Every wave announces its archetype, unit count and lanes before it lands, so you never lose to information you did not have.
Second pass at the tower-defense idea, after Gauntlet TD.
“What is actually scarce in Factorio is throughput. Two hundred rounds a minute arriving at four separate walls, forever, is not a purchase. It’s a base.”
Wave archetypes
- Archetype
- Character
- SWARM
- Volume. Cheap chaff, wide frontage.
- HORDE
- Everything at once, no specialty.
- VENOM
- Spitters. They outrange walls and shoot the turrets rather than chew them.
- BLITZ
- Shrikes — fast and thin — screening heavies behind them.
- IRONHIDE
- Carapaces. 55% physical resistance and zero explosive resistance.
- TITAN
- Every 5th wave. Boss units with 10× behemoth health.
The bug that made the whole game safe
dps against the core
Flat damage reduction is subtracted before the percentage, so a 6-point flat reduction meant a small biter’s 7-damage bite landed for 0.75. An entire wave could chew on the hull for five minutes and lose. It reads like a balance opinion; it is arithmetic. Measured with an identical ten-biter harness either side of the fix.

























































