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.
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Mode type
Start here: tutorial and standard survival
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
| Image | Name | Description | Mode type | Access | Level gate | Prerequisite | Queue | Party size | Team format | Map rule | Fixed map | Map difficulty | Waves | Wave shape | Objective | Final boss/end | Restrictions | Reward currency | Triumph rewards | Progression value | Party fit | Availability |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tutorial | A three-wave onboarding run that teaches placement, upgrades, targeting, and the basic defense loop. | Onboarding | Tutorial button or Settings replay | - | - | Guided tutorial run | Solo or co-op | Co-op | Fixed tutorial map | Tutorial | Tutorial | 3 | Short guided run | Complete the guided onboarding objective and learn the core defense loop. | - | Guided loadout and tutorial prompts | Coins and EXP | - | Introduces placement, upgrading, targeting, and wave defense | Best for a first run or a quick refresher before co-op survival. | Permanent mode | |
| Easy | The shortest standard survival route: 20 waves on the regular map pool with a low entry barrier. | Standard survival | Survival mode vote | - | - | Mode vote; standard survival | 1–4 | Co-op | Regular survival map pool | No fixed map | Easy | 20 | Fixed wave run | Survive every wave and defeat the final boss. | Brute | - | Coins and EXP | - | Entry point for standard survival progression | A forgiving solo or small-group run for learning map placement. | Permanent mode | |
| Casual | A 30-wave standard run for players moving beyond Easy while keeping the regular survival format. | Standard survival | Survival mode vote | - | - | Mode vote; standard survival | 1–4 | Co-op | Regular survival map pool | No fixed map | Casual | 30 | Fixed wave run | Survive every wave and defeat the final boss. | Grave Digger | - | Coins and EXP | - | Longer standard survival progression after Easy | A relaxed solo, duo, or squad run with room to learn the regular map pool. | Permanent mode | |
| Intermediate | A level-5, 30-wave standard route that introduces a tougher boss and stronger account-progression check. | Standard survival | Survival mode vote | Level 5 | - | Mode vote; standard survival | 1–4 | Co-op | Regular survival map pool | No fixed map | Intermediate | 30 | Fixed wave run | Survive every wave and defeat the final boss. | Patient Zero | - | Coins and EXP | - | First account-level-gated standard route | Works solo or with a squad that can coordinate early defenses and upgrades. | Permanent mode |
Mode type
Advanced survival and variants
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
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
| Image | Name | Description | Mode type | Access | Level gate | Prerequisite | Queue | Party size | Team format | Map rule | Fixed map | Map difficulty | Waves | Wave shape | Objective | Final boss/end | Restrictions | Reward currency | Triumph rewards | Progression value | Party fit | Availability |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Molten | A level-15, 35-wave survival route with a stronger late-game push and the Molten Warlord finale. | Standard survival | Survival mode vote | Level 15 | - | Mode vote; standard survival | 1–4 | Co-op | Regular survival map pool | No fixed map | Molten | 35 | Fixed wave run | Survive every wave and defeat the final boss. | Molten Warlord | - | Coins and EXP | - | Higher standard survival route and a bridge to Fallen | A four-player survival run where economy and boss damage need shared planning. | Permanent mode | |
| Fallen | The level-30 standard survival benchmark: 40 waves, a demanding final boss, and a secret branch into Hidden Wave. | Standard survival | Survival mode vote | Level 30 | - | Mode vote; standard survival | 1–4 | Co-op | Regular survival map pool | No fixed map | Fallen | 40 (42 with Hidden Wave) | Fixed 40-wave run with a secret 42-wave branch | Survive every wave and defeat the final boss. | Fallen King | - | Coins and EXP | - | High standard survival route and gateway to Hidden Wave | A full squad can spread economy and coverage, while coordinated duos can shorten the setup. | Permanent mode | |
| Frost | A level-60, 40-wave survival route with Frost-specific rules and a Frost Spirit end boss. | Standard survival | Survival mode vote | Level 60 | - | Mode vote; Frost survival | 1–4 | Co-op | Frost map pool | No fixed map | Frost | 40 | Fixed wave run | Survive every wave and defeat the final boss. | Frost Spirit | Frost-themed enemy and map rules | Coins, Gems, and EXP | - | Level-60 survival route with frost-specific mechanics | A squad run rewards clear lane coverage and enough damage for the frost finale. | Permanent mode | |
| Challenge Trials | A level-40 rotating challenge system that pairs a fixed trial map with modifiers and trial-specific rewards. | Challenge system | Challenge matchmaking queue | Level 40 | - | Rotating trial with a map and modifier set | 1–4 | Co-op | Trial-assigned fixed map | Changes with the active trial | Challenge | 40 per trial | Trial-specific modifier run | Complete the active trial objective and its modifier rules. | - | Active trial modifier applies; rotation changes over time | Coins and EXP | Trial-specific tickets or modifier rewards | Rotating challenge rewards without creating a live rotation roster | A full squad can adapt loadouts to the active modifier and fixed trial map. | Permanent system; active trial rotates |
Mode type
Endgame and special queues
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
| Image | Name | Description | Mode type | Access | Level gate | Prerequisite | Queue | Party size | Team format | Map rule | Fixed map | Map difficulty | Waves | Wave shape | Objective | Final boss/end | Restrictions | Reward currency | Triumph rewards | Progression value | Party fit | Availability |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hardcore | A level-50, three-player endgame queue with 45 waves, restricted consumables, and the Void Reaver finale. | Hardcore progression | Hardcore matchmaking | Level 50 | - | Direct Hardcore queue | 1–3 | Co-op | Hardcore map pool | No fixed map | Hardcore | 45 | Fixed 45-wave endgame run | Survive 45 waves and defeat Void Reaver. | Void Reaver | Three-player cap and consumables disabled | Gems, EXP, and Tower EXP | Hardcore progression and Hardcore rewards | Endgame route for Hardcore currencies and tower progression | The three-player cap makes role coverage and economy planning more important than a full squad. | 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. | Hardcore progression | Hardcore matchmaking | Level 50 | Hardcore triumph | Direct Voidcore queue | 1–3 | Co-op | Voidcore map pool | No fixed map | Voidcore | 50 | Fixed 50-wave endgame run | Survive 50 waves and defeat Void Caster. | Void Caster | Three-player cap; consumables and skills disabled | Gems and EXP | Voidcore progression rewards | Hardcore follow-up route gated by a Hardcore triumph | A three-player team must build a complete plan around the stricter ability and consumable rules. | 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. | Special queue | Special matchmaking | Level 25 | - | Special-map queue | 1–4 | Co-op | Fixed special map | Pizza Party | Special | 40 | Fixed special-map run | Survive every wave and defeat Wox the Fox. | Wox the Fox | Fixed-map modifier set, including HP Locked, Blood, Mutation, and Pizza Party rules | Coins and EXP | Warden unlock | Special-map triumph route and Warden progression | A four-player group can divide coverage across the fixed map and its special modifiers. | Permanent special queue | |
| Badlands II | A level-25, 30-wave Badlands queue with fixed-map path pressure, special modifiers, and a Gunslinger finale. | Special queue | Special matchmaking | Level 25 | - | Special-map queue | 1–4 | Co-op | Fixed special map | Badlands | Special | 30 | Fixed special-map run | Survive every wave and defeat Gunslinger. | Gunslinger | Fixed-map modifier set, including All Paths, HP Locked, Mutation, Badlands, and Cowboy rules | Coins and EXP | Cowboy unlock | Special-map triumph route and Cowboy progression | A squad can spread lane coverage across the fixed Badlands layout and its path rules. | Permanent special queue | |
| Polluted Wasteland II | A level-50, 25-wave fixed-map queue built around nuclear enemies and a Nuclear Monster finale. | Special queue | Special matchmaking | Level 50 | - | Special-map queue | 1–4 | Co-op | Fixed special map | Polluted Wasteland II | Special | 25 | Fixed special-map run | Survive every wave and defeat Nuclear Monster. | Nuclear Monster | Fixed-map special-mode rules and high-health nuclear enemies | Coins, Gems, and EXP | Saboteur unlock | Level-50 special-map route with a distinct tower unlock | A full group helps cover the fixed map while maintaining damage for the nuclear endgame. | Permanent special queue |
Mode type
Competitive, sandbox, and story
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
| Image | Name | Description | Mode type | Access | Level gate | Prerequisite | Queue | Party size | Team format | Map rule | Fixed map | Map difficulty | Waves | Wave shape | Objective | Final boss/end | Restrictions | Reward currency | Triumph rewards | Progression value | Party fit | Availability |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| PVP | A level-25 competitive mode with Casual and Ranked 1v1/2v2 queues, enemy sending, and an outlast-the-opponent win condition. | Competitive | PVP matchmaking | Level 25 | - | Casual and Ranked | 1v1 or 2v2 | Two opposing teams | PVP arena map pool | No fixed map | PVP | 31, then repeats until one team loses | Competitive wave loop | Send enemies to the opposing side and outlast the other team. | Champion Templar | Four-tower loadout; Ranked has tower bans and competitive rules | Coins and EXP | - | Ranked ELO progression alongside standard rewards | Choose 1v1 for a direct duel or 2v2 for coordinated team pressure. | 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. | Sandbox | Sandbox matchmaking | Level 250 | - | Sandbox experiment session | Up to 4; Sandbox Plus+ expands the party | Co-op sandbox | Selectable unlocked maps | Player-selected | Sandbox | Variable | Player-configurable session | Experiment with towers, enemies, maps, and wave settings. | - | No normal progression rewards; experiment rules depend on the session | - | - | Testing and practice rather than account progression | Useful for solo testing or a group that wants to rehearse a loadout together. | Permanent mode | |
| Story Mode | A mission-based co-op queue built around objectives, cutscenes, first-clear rewards, and an expandable story chapter. | Story | Story matchmaking | - | - | Mission-based story queue | - | Co-op mission | Mission-specific maps | Mission-specific | Story | Mission-dependent | Mission objectives and story progression | Complete mission objectives, cutscenes, and first-clear or star goals. | - | Mission rules and suggested towers vary by episode | First-clear and mission rewards | First-clear rewards and mission stars | Narrative progression through released Chapter 1 missions | Co-op mission progression; exact current squad cap remains unconfirmed. | 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
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.
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.
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.
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.
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.
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.
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.


