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Particle Bastion

  • 3d
  • idle
  • tower-defense
  • auto-battler
  • space
  • fleet-management
  • strategy
-1
Remix it Discord

146 plays ·added September 22, 2026

About Particle Bastion

Join the battle as you organize squadrons of customizable ships, each with unique roles and abilities, using advanced flock mechanics to intercept waves of invaders. Strategically enhance and merge your fleet to evolve them through five tiers, all while watching the action unfold from a commanding v

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Rovias built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Particle Bastion yet. Play it, then tell Rovias what you would add next.

Make your own game

Particle Bastion was built by Rovias with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Particle Bastion opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Particle Bastion

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-based 3D idle/auto-battler tower-defense game titled “Particle Bastion.” Use Three.js with a dark navy/black space background, subtle fog, hundreds of tiny cyan stars, strong cyan/violet emissive lighting, shadows, and an elevated angled command view looking down at a large circular sci-fi arena. The arena is a dark blue cylinder/platform with a bright cyan outer rim and three thin concentric blue targeting rings. Put a glowing pale-cyan faceted energy core on a small central pedestal/halo; rotate the core slowly and make its halo pulse. Scatter decorative low-poly planets and purple crystal formations around the outside of the arena, using colorful low-poly space-kit assets where available.

The central gameplay loop is autonomous fleet defense. Invaders spawn around the outer edge of the circular arena as small rotating pink/magenta tetrahedral enemies and move inward toward the core. Give each normal invader health that scales with wave, and damage the core when it reaches the center. Every tenth wave is a Guardian wave: spawn one larger purple glowing faceted boss, with much higher health and core damage. Destroyed enemies should create brief gold/cyan particle bursts; shots are small bright cyan projectiles traveling from ships to targets. The game continuously spawns enemies, advances the wave approximately every 17 seconds, and displays a Guardian milestone every ten waves. If the core reaches zero, stop the simulation and show a breached/game-over status.

Start with three squadrons named Alpha, Beta, and Gamma. Populate a fresh save with six starter T0 ships distributed across the squadrons. Ships should be small colorful low-poly spacecraft, preferably visually distinct animal-themed space ship models: cyan Scout/bee, orange Striker/flamingo, violet Guardian/frog, and green Support/panda, with an emissive octahedron fallback if assets are unavailable. Each ship has a role, tier, role-specific statistics, and one of four abilities/behaviors: Scout uses flank, Striker uses burst, Guardian uses guard, and Support uses repair. Tiers run from T0 through T5; each tier has distinct names and stronger stats. Example names include T0 Needle, Spark, Bulwark, Beacon; later tiers include Swift/Raptor/Aegis/Mender, Comet/Viper/Bastion/Lumen, Meteor/Wraith/Citadel/Oracle, Nova/Phantom/Titan/Seraph, and Quasar/Eclipse/Leviathan/Zenith. Do not require manual piloting: use flock-style steering. Each squadron should maintain cohesion, separation, velocity alignment, and arena-edge avoidance; when an enemy is nearby, members seek and surround it, otherwise they orbit/hold formation around the core. Ships automatically find targets within their role range and fire on cooldown.

Make fleet progression interactive through a right-side Fleet Command panel. The player can select Alpha, Beta, or Gamma, inspect each ship, and select an individual ship. A selected ship can cycle through the four loadouts cannon, shield, scanner, and interceptor. Loadouts affect behavior/stats: cannon increases shot damage, scanner gives a smaller attack improvement, interceptor increases movement speed, while shield is a selectable defensive-themed loadout. Provide a “Recruit T0” button on the main HUD. Recruitment costs Sparks, begins at 70 and increases by 12% for each ship beyond the starting fleet, adds the new ship to the selected squadron, and randomly cycles its role/type. Provide “Merge 3 Equal”: in the selected squadron, automatically consume three ships of the same lowest available tier and replace them with one ship of the next tier, retaining a type determined from the inputs. Support merging from T0 up to T4 to create T1 through T5.

Include a player-triggered cyan area Pulse button, also bound to Space. Pulse has a three-second cooldown, damages every currently active enemy by 4.5 times the player’s power multiplier, creates cyan impact particles, grants some Sparks based on targets hit, and reports the hit count in a toast. Pause/resume is available through a button and the P key; C toggles Fleet Command and M triggers merge. Pointer/key interaction should switch the activity state to active.

Build a progression and idle economy. Track Wave, Core health percentage, Sparks, Level, XP, XP required for the next level, Skill Points, Void Shards, and Rebirth count. Enemies grant Sparks and XP on death; bosses grant extra Sparks/XP, Void Shards, and one random relic. Leveling grants one Skill Point and increases the XP requirement by 16%. Add a skill tree with four clickable upgrades: Overclock (+10% damage per rank), Lucky Core (+12% Spark income per rank), Reinforced Shell (-8% core damage per rank), and Focus Ring (+7% fire rate per rank). Allow Rebirth once Wave 20 or Level 10 is reached; it resets wave/core/Sparks/level/XP but awards Void Shards and two skill points, and increment the Rebirth count. Rebirths and Shards should improve future power.

Add a relic vault. Boss relics are selected from Echo Prism (Common, +25% offline Sparks), Lucky Coil (Rare, +20% Spark drops), Glass Cannon (Epic, +45% damage), Time Seed (Legendary, +35% offline XP), and Orbit Crown (Mythic, +25% fire rate). Stack each relic up to three copies; duplicates beyond three become Void Shards. Persist the complete state in localStorage, including fleet, ships, loadouts, tiers, wave, resources, skills, relics, and rebirths. When the page is revisited, calculate up to eight hours of offline rewards and grant offline Sparks/XP; visibly distinguish Active, Idle, and Offline modes. Active and idle modes should also generate small passive Spark income.

Use a fixed responsive HUD over the 3D scene. At top left show the glowing uppercase title “PARTICLE BASTION.” At top right show rounded translucent dark pills for Sector, Wave, Core percentage, Spark, Level, and Auto mode. Sector names should progress by wave through Dust Belt, Prism Verge, Rift Crown, and Void Garden, changing every ten waves. At bottom left show a translucent status card with the current sector/mode, a concise description of autonomous flock tactics or Guardian status, an XP progress bar, and the next milestone (“Next milestone: Wave 10 guardian,” etc.). At bottom right place the Pulse, Recruit T0 with current cost, Fleet Command, and Pause buttons. Toast notifications should announce recruitment, merges, pulse hits, level-ups, Guardian waves, relic discoveries, offline rewards, and rebirths. The Fleet Command panel should show squad tabs, ship cards with name/tier, role, loadout, enhancement count, ability label, merge/loadout controls, XP and skill-point totals, Void Shards/Rebirths, the skill tree, relic vault, and the Rebirth button. Use rounded glassmorphism panels with cyan/violet borders, pale blue text, bright cyan/orange/gold gradient buttons, and mobile-friendly responsive layout.

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