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  4. Modes

All 17 Modes in Tower Defense Simulator

Updated on September 2, 2026 (about 1 month ago)

Modes decide how a Tower Defense Simulator run starts, what the team must defend against, and which progression route pays out at the end. Standard survival uses votes and regular map pools, while special queues, secret variants, PVP, Sandbox, and Story Mode change the map, objective, or team plan.

How to use this collection

Access and Queue show how you enter a mode: standard vote, direct matchmaking, special-map matchmaking, a secret in-run branch, or a mission or experiment session. Level gate and Prerequisite separate account access from achievement requirements. Map rule, Fixed map, Waves, and Final boss/end explain match shape, while Reward currency, Triumph rewards, and Party fit show the progression and team plan.

View

Mode type

Start here: tutorial and standard survival

4 items

Tutorial is a guided first run. Easy, Casual, and Intermediate use standard survival votes, so the early route is about learning wave defense and meeting the first account-level gate.

Tutorial

A three-wave onboarding run that teaches placement, upgrades, targeting, and the basic defense loop.

Mode type
Onboarding
Access
Tutorial button or Settings replay
Level gate
-
Prerequisite
-
Queue
Guided tutorial run
Party size
Solo or co-op
Team format
Co-op
Map rule
Fixed tutorial map
Fixed map
Tutorial
Map difficulty
Tutorial
Waves
3
Wave shape
Short guided run
Objective
Complete the guided onboarding objective and learn the core defense loop.
Final boss/end
-
Restrictions
Guided loadout and tutorial prompts
Reward currency
Coins and EXP
Triumph rewards
-
Progression value
Introduces placement, upgrading, targeting, and wave defense
Party fit
Best for a first run or a quick refresher before co-op survival.
Availability
Permanent mode

Easy

The shortest standard survival route: 20 waves on the regular map pool with a low entry barrier.

Mode type
Standard survival
Access
Survival mode vote
Level gate
-
Prerequisite
-
Queue
Mode vote; standard survival
Party size
1–4
Team format
Co-op
Map rule
Regular survival map pool
Fixed map
No fixed map
Map difficulty
Easy
Waves
20
Wave shape
Fixed wave run
Objective
Survive every wave and defeat the final boss.
Final boss/end
Brute
Restrictions
-
Reward currency
Coins and EXP
Triumph rewards
-
Progression value
Entry point for standard survival progression
Party fit
A forgiving solo or small-group run for learning map placement.
Availability
Permanent mode

Casual

A 30-wave standard run for players moving beyond Easy while keeping the regular survival format.

Mode type
Standard survival
Access
Survival mode vote
Level gate
-
Prerequisite
-
Queue
Mode vote; standard survival
Party size
1–4
Team format
Co-op
Map rule
Regular survival map pool
Fixed map
No fixed map
Map difficulty
Casual
Waves
30
Wave shape
Fixed wave run
Objective
Survive every wave and defeat the final boss.
Final boss/end
Grave Digger
Restrictions
-
Reward currency
Coins and EXP
Triumph rewards
-
Progression value
Longer standard survival progression after Easy
Party fit
A relaxed solo, duo, or squad run with room to learn the regular map pool.
Availability
Permanent mode

Intermediate

A level-5, 30-wave standard route that introduces a tougher boss and stronger account-progression check.

Mode type
Standard survival
Access
Survival mode vote
Level gate
Level 5
Prerequisite
-
Queue
Mode vote; standard survival
Party size
1–4
Team format
Co-op
Map rule
Regular survival map pool
Fixed map
No fixed map
Map difficulty
Intermediate
Waves
30
Wave shape
Fixed wave run
Objective
Survive every wave and defeat the final boss.
Final boss/end
Patient Zero
Restrictions
-
Reward currency
Coins and EXP
Triumph rewards
-
Progression value
First account-level-gated standard route
Party fit
Works solo or with a squad that can coordinate early defenses and upgrades.
Availability
Permanent mode

Mode type

Advanced survival and variants

5 items

Molten, Fallen, and Frost keep the standard survival shape while raising the level gate and final-boss pressure. Hidden Wave branches from Fallen, while Challenge Trials changes its fixed map and modifier setup as the rotation moves on.

Molten

A level-15, 35-wave survival route with a stronger late-game push and the Molten Warlord finale.

Mode type
Standard survival
Access
Survival mode vote
Level gate
Level 15
Prerequisite
-
Queue
Mode vote; standard survival
Party size
1–4
Team format
Co-op
Map rule
Regular survival map pool
Fixed map
No fixed map
Map difficulty
Molten
Waves
35
Wave shape
Fixed wave run
Objective
Survive every wave and defeat the final boss.
Final boss/end
Molten Warlord
Restrictions
-
Reward currency
Coins and EXP
Triumph rewards
-
Progression value
Higher standard survival route and a bridge to Fallen
Party fit
A four-player survival run where economy and boss damage need shared planning.
Availability
Permanent mode

Fallen

The level-30 standard survival benchmark: 40 waves, a demanding final boss, and a secret branch into Hidden Wave.

Mode type
Standard survival
Access
Survival mode vote
Level gate
Level 30
Prerequisite
-
Queue
Mode vote; standard survival
Party size
1–4
Team format
Co-op
Map rule
Regular survival map pool
Fixed map
No fixed map
Map difficulty
Fallen
Waves
40 (42 with Hidden Wave)
Wave shape
Fixed 40-wave run with a secret 42-wave branch
Objective
Survive every wave and defeat the final boss.
Final boss/end
Fallen King
Restrictions
-
Reward currency
Coins and EXP
Triumph rewards
-
Progression value
High standard survival route and gateway to Hidden Wave
Party fit
A full squad can spread economy and coverage, while coordinated duos can shorten the setup.
Availability
Permanent mode

Hidden Wave

A secret 42-wave Fallen branch with a special trigger, disabled consumables during setup, and an Awakened Fallen King finale.

Mode type
Survival variant
Access
Secret branch of Fallen Mode
Level gate
Level 30 via Fallen
Prerequisite
Fallen Mode secret trigger
Queue
Triggered during a Fallen run
Party size
1–4
Team format
Co-op
Map rule
Fallen map and secret-wave branch
Fixed map
No fixed map
Map difficulty
Fallen variant
Waves
42
Wave shape
Secret 42-wave Fallen branch
Objective
Meet the secret Fallen conditions and defeat the Awakened Fallen King.
Final boss/end
Awakened Fallen King
Restrictions
Skills disabled and no consumables during the secret trigger
Reward currency
Gems, Coins, and EXP
Triumph rewards
Hidden Wave badge and gem/crate reward
Progression value
Secret achievement route attached to Fallen progression
Party fit
Best for a coordinated squad that can complete the trigger conditions without breaking the run.
Availability
Permanent secret variant

Frost

A level-60, 40-wave survival route with Frost-specific rules and a Frost Spirit end boss.

Mode type
Standard survival
Access
Survival mode vote
Level gate
Level 60
Prerequisite
-
Queue
Mode vote; Frost survival
Party size
1–4
Team format
Co-op
Map rule
Frost map pool
Fixed map
No fixed map
Map difficulty
Frost
Waves
40
Wave shape
Fixed wave run
Objective
Survive every wave and defeat the final boss.
Final boss/end
Frost Spirit
Restrictions
Frost-themed enemy and map rules
Reward currency
Coins, Gems, and EXP
Triumph rewards
-
Progression value
Level-60 survival route with frost-specific mechanics
Party fit
A squad run rewards clear lane coverage and enough damage for the frost finale.
Availability
Permanent mode

Challenge Trials

A level-40 rotating challenge system that pairs a fixed trial map with modifiers and trial-specific rewards.

Mode type
Challenge system
Access
Challenge matchmaking queue
Level gate
Level 40
Prerequisite
-
Queue
Rotating trial with a map and modifier set
Party size
1–4
Team format
Co-op
Map rule
Trial-assigned fixed map
Fixed map
Changes with the active trial
Map difficulty
Challenge
Waves
40 per trial
Wave shape
Trial-specific modifier run
Objective
Complete the active trial objective and its modifier rules.
Final boss/end
-
Restrictions
Active trial modifier applies; rotation changes over time
Reward currency
Coins and EXP
Triumph rewards
Trial-specific tickets or modifier rewards
Progression value
Rotating challenge rewards without creating a live rotation roster
Party fit
A full squad can adapt loadouts to the active modifier and fixed trial map.
Availability
Permanent system; active trial rotates

Mode type

Endgame and special queues

5 items

Hardcore and Voidcore use direct queues capped at three players. Pizza Party, Badlands II, and Polluted Wasteland II use special matchmaking tied to fixed maps, so their path rules and modifiers matter as much as the wave run.

Hardcore

A level-50, three-player endgame queue with 45 waves, restricted consumables, and the Void Reaver finale.

Mode type
Hardcore progression
Access
Hardcore matchmaking
Level gate
Level 50
Prerequisite
-
Queue
Direct Hardcore queue
Party size
1–3
Team format
Co-op
Map rule
Hardcore map pool
Fixed map
No fixed map
Map difficulty
Hardcore
Waves
45
Wave shape
Fixed 45-wave endgame run
Objective
Survive 45 waves and defeat Void Reaver.
Final boss/end
Void Reaver
Restrictions
Three-player cap and consumables disabled
Reward currency
Gems, EXP, and Tower EXP
Triumph rewards
Hardcore progression and Hardcore rewards
Progression value
Endgame route for Hardcore currencies and tower progression
Party fit
The three-player cap makes role coverage and economy planning more important than a full squad.
Availability
Permanent mode

Voidcore

A Hardcore-triumph follow-up with a three-player cap, 50 waves, disabled skills and consumables, and Void Caster at the end.

Mode type
Hardcore progression
Access
Hardcore matchmaking
Level gate
Level 50
Prerequisite
Hardcore triumph
Queue
Direct Voidcore queue
Party size
1–3
Team format
Co-op
Map rule
Voidcore map pool
Fixed map
No fixed map
Map difficulty
Voidcore
Waves
50
Wave shape
Fixed 50-wave endgame run
Objective
Survive 50 waves and defeat Void Caster.
Final boss/end
Void Caster
Restrictions
Three-player cap; consumables and skills disabled
Reward currency
Gems and EXP
Triumph rewards
Voidcore progression rewards
Progression value
Hardcore follow-up route gated by a Hardcore triumph
Party fit
A three-player team must build a complete plan around the stricter ability and consumable rules.
Availability
Permanent mode

Pizza Party

A level-25 fixed-map queue with 40 waves, pizza-themed modifiers, and a Wox the Fox finale that can unlock Warden.

Mode type
Special queue
Access
Special matchmaking
Level gate
Level 25
Prerequisite
-
Queue
Special-map queue
Party size
1–4
Team format
Co-op
Map rule
Fixed special map
Fixed map
Pizza Party
Map difficulty
Special
Waves
40
Wave shape
Fixed special-map run
Objective
Survive every wave and defeat Wox the Fox.
Final boss/end
Wox the Fox
Restrictions
Fixed-map modifier set, including HP Locked, Blood, Mutation, and Pizza Party rules
Reward currency
Coins and EXP
Triumph rewards
Warden unlock
Progression value
Special-map triumph route and Warden progression
Party fit
A four-player group can divide coverage across the fixed map and its special modifiers.
Availability
Permanent special queue

Badlands II

A level-25, 30-wave Badlands queue with fixed-map path pressure, special modifiers, and a Gunslinger finale.

Mode type
Special queue
Access
Special matchmaking
Level gate
Level 25
Prerequisite
-
Queue
Special-map queue
Party size
1–4
Team format
Co-op
Map rule
Fixed special map
Fixed map
Badlands
Map difficulty
Special
Waves
30
Wave shape
Fixed special-map run
Objective
Survive every wave and defeat Gunslinger.
Final boss/end
Gunslinger
Restrictions
Fixed-map modifier set, including All Paths, HP Locked, Mutation, Badlands, and Cowboy rules
Reward currency
Coins and EXP
Triumph rewards
Cowboy unlock
Progression value
Special-map triumph route and Cowboy progression
Party fit
A squad can spread lane coverage across the fixed Badlands layout and its path rules.
Availability
Permanent special queue

Polluted Wasteland II

A level-50, 25-wave fixed-map queue built around nuclear enemies and a Nuclear Monster finale.

Mode type
Special queue
Access
Special matchmaking
Level gate
Level 50
Prerequisite
-
Queue
Special-map queue
Party size
1–4
Team format
Co-op
Map rule
Fixed special map
Fixed map
Polluted Wasteland II
Map difficulty
Special
Waves
25
Wave shape
Fixed special-map run
Objective
Survive every wave and defeat Nuclear Monster.
Final boss/end
Nuclear Monster
Restrictions
Fixed-map special-mode rules and high-health nuclear enemies
Reward currency
Coins, Gems, and EXP
Triumph rewards
Saboteur unlock
Progression value
Level-50 special-map route with a distinct tower unlock
Party fit
A full group helps cover the fixed map while maintaining damage for the nuclear endgame.
Availability
Permanent special queue

Mode type

Competitive, sandbox, and story

3 items

PVP changes the win condition to enemy sending and outlasting the opposing side. Sandbox is for testing without normal progression rewards, while Story Mode uses mission objectives, cutscenes, and first-clear rewards in an expandable chapter route.

PVP

A level-25 competitive mode with Casual and Ranked 1v1/2v2 queues, enemy sending, and an outlast-the-opponent win condition.

Mode type
Competitive
Access
PVP matchmaking
Level gate
Level 25
Prerequisite
-
Queue
Casual and Ranked
Party size
1v1 or 2v2
Team format
Two opposing teams
Map rule
PVP arena map pool
Fixed map
No fixed map
Map difficulty
PVP
Waves
31, then repeats until one team loses
Wave shape
Competitive wave loop
Objective
Send enemies to the opposing side and outlast the other team.
Final boss/end
Champion Templar
Restrictions
Four-tower loadout; Ranked has tower bans and competitive rules
Reward currency
Coins and EXP
Triumph rewards
-
Progression value
Ranked ELO progression alongside standard rewards
Party fit
Choose 1v1 for a direct duel or 2v2 for coordinated team pressure.
Availability
Permanent mode with Casual and Ranked queues

Sandbox

A level-250 testing space for changing maps, towers, enemies, and wave settings without normal progression rewards.

Mode type
Sandbox
Access
Sandbox matchmaking
Level gate
Level 250
Prerequisite
-
Queue
Sandbox experiment session
Party size
Up to 4; Sandbox Plus+ expands the party
Team format
Co-op sandbox
Map rule
Selectable unlocked maps
Fixed map
Player-selected
Map difficulty
Sandbox
Waves
Variable
Wave shape
Player-configurable session
Objective
Experiment with towers, enemies, maps, and wave settings.
Final boss/end
-
Restrictions
No normal progression rewards; experiment rules depend on the session
Reward currency
-
Triumph rewards
-
Progression value
Testing and practice rather than account progression
Party fit
Useful for solo testing or a group that wants to rehearse a loadout together.
Availability
Permanent mode

Story Mode

A mission-based co-op queue built around objectives, cutscenes, first-clear rewards, and an expandable story chapter.

Mode type
Story
Access
Story matchmaking
Level gate
-
Prerequisite
-
Queue
Mission-based story queue
Party size
-
Team format
Co-op mission
Map rule
Mission-specific maps
Fixed map
Mission-specific
Map difficulty
Story
Waves
Mission-dependent
Wave shape
Mission objectives and story progression
Objective
Complete mission objectives, cutscenes, and first-clear or star goals.
Final boss/end
-
Restrictions
Mission rules and suggested towers vary by episode
Reward currency
First-clear and mission rewards
Triumph rewards
First-clear rewards and mission stars
Progression value
Narrative progression through released Chapter 1 missions
Party fit
Co-op mission progression; exact current squad cap remains unconfirmed.
Availability
Permanent mission system; released content can expand

Start with the queue, not the boss name

Standard survival uses a mode vote and the regular map pool. Tutorial is the guided entry point, then Easy, Casual, Intermediate, Molten, Fallen, and Frost raise the wave and access demands. The account gates are part of the route: Intermediate opens at Level 5, Molten at Level 15, Fallen at Level 30, and Frost at Level 60.

Direct queues change the decision. Hardcore and Voidcore use three-player teams, and Voidcore also requires a Hardcore triumph. Pizza Party, Badlands II, and Polluted Wasteland II use special matchmaking and fixed maps, so path layout, modifiers, and the end boss are part of the loadout check. Treat the named map as part of the mode, not a decorative backdrop.

Handle the variants

Hidden Wave is a branch inside Fallen, not a separate queue. Follow the secret trigger during the run, then prepare for a 42-wave route with the Awakened Fallen King and restrictions that disable skills and consumables during the trigger sequence. A loadout that clears normal Fallen may need a different plan for that detour.

Challenge Trials work differently again. The Level 40 queue pairs an active trial with a fixed map, modifiers, and an objective, and that setup rotates over time. Build for the rule set you are entering, because a modifier can change what counts as safe economy, early defense, or late-game damage.

Match shape changes the goal

PVP is not a boss-race survival run. Casual and Ranked queues support 1v1 and 2v2, and enemy sending turns your loadout into both defense and pressure. Sandbox is the practice lane: change maps, towers, enemies, and wave settings without normal progression rewards, then carry the lessons into a real queue.

Story Mode uses missions instead of one fixed wave route. Objectives, cutscenes, suggested towers, first-clear rewards, and star goals can vary by episode, while released chapter content can expand. That makes it a progression path with room for new missions, not a fixed mission count to memorize.

A quick pre-match check

  • Is this a standard mode vote, a direct queue, a fixed-map special queue, or a mission or experiment session?
  • What account level or triumph gate must the team meet?
  • Does the map rule demand a different early-game plan, lane split, or detection answer?
  • Is the reward normal Coins and EXP, a Gems or Tower EXP route, a triumph unlock, a Challenge Trial reward, or a Story first-clear reward?
  • Does the team format change the plan: three-player Hardcore or Voidcore, 1v1 or 2v2 PVP, or co-op mission play?

FAQ

Q.

Which modes use the standard survival vote?

Easy, Casual, Intermediate, Molten, Fallen, and Frost use the standard survival vote. Tutorial has its own guided entry, while Hidden Wave triggers inside a Fallen run rather than appearing as a separate queue.

Q.

Which Tower Defense Simulator modes use fixed maps?

Pizza Party, Badlands II, and Polluted Wasteland II are fixed special-map queues. Challenge Trials also assigns a fixed map, but that map changes with the active trial. Tutorial has its own fixed tutorial map, while standard survival and PVP use map pools.

Q.

How do you enter Hidden Wave?

Start Fallen and complete its secret trigger conditions during the run. The branch becomes a 42-wave route ending with Awakened Fallen King, with skills and consumables disabled during the trigger sequence.

Q.

How do Challenge Trials change over time?

The Level 40 Challenge matchmaking queue combines a trial objective with a fixed map and modifiers. The setup rotates over time, so a loadout built for one rule set may need changes for the next trial.

Q.

What makes Voidcore different from Hardcore?

Both are direct co-op queues for up to three players, but Voidcore also requires a Hardcore triumph. Hardcore runs for 45 waves toward Void Reaver, while Voidcore runs for 50 waves toward Void Caster and disables skills as well as consumables.

Q.

Is Story Mode another survival difficulty?

No. Story Mode is mission-based co-op with mission-specific maps, objectives, cutscenes, suggested towers, first-clear rewards, and star goals. Its chapter content can expand, so do not treat it as one fixed wave list or assume it follows another mode's party rule.

Q.

Does Sandbox give normal progression rewards?

No. Sandbox is for testing maps, towers, enemies, and wave settings without normal progression rewards. It is useful for rehearsing a loadout or checking a defense idea before taking it into a reward-bearing queue.

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