I've been playing for a while, and after reaching Voltage 4, progression speeds up a lot. You earn enough resources to fully upgrade and immediately push through the next 100 waves, so the pacing feels much faster.
However, once you start buying upgrades in batches of x50, performance becomes a serious issue. Even at Voltage 15 (see screenshot), enemies can't actually damage the tower because their damage scales far slower than their HP (4.89M damage vs. 56.60Qi HP). Since they survive long enough to keep piling up, performance gets worse and worse as more enemies spawn.
The strange part is that even though my tower deals more damage than an enemy's HP (6.18Sx damage vs. 56.06Qi HP), I still can't clear them fast enough to keep their numbers under control. I even went back to Voltage 2, Wave 120 because I had missed the Protocols upgrade, and the same thing happened—enemies still reached the tower, grouped up, and tanked the frame rate.
If I had to guess, I'd say the Attack Speed scaling may be the culprit. It actually feels like enemy buildup gets worse as Attack Speed is upgraded. Even outside of gameplay, the game starts feeling sluggish—simple actions like navigating menus become noticeably slower.
Things I like
- The game is genuinely fun. Progression is a bit slow at first, but once you reach Voltage 4 it really takes off, and each new Voltage becomes much easier to complete the next 100 waves.
- Coilworks is a simple and satisfying upgrade system. You can eventually reach some absurd values, that should be capped, like range, at around around 1600 px, you already cover the whole map.
Things I don't really use
- Chips: Scrap income from Voltages gives so much purchasing power for Coilworks that I don't see much reason to invest in Chips. Gems feel much better spent rushing Blueprints.
- Overdrive: I simply don't have Capacitors to spend here.
- Milestones: Progressing Voltages through Wave 100 (or Wave 300 for Voltage 15) feels reasonable, but the milestones that require reaching Wave 2500 are currently unrealistic. After around Wave 30, the game slows down so much that getting anywhere near Wave 2500 doesn't feel possible.
Things I don't like
- Blueprints: They're tedious to unlock. They take an extremely long time unless you spend gems, and rushing them requires navigating through multiple menus. I honestly wonder how many years it would take to complete them naturally. Once you're dealing with values around 10²¹, another +200% damage barely feels noticeable. In comparison, the Overclock upgrades feel much more rewarding. They're quick to buy, easy to understand, and as soon as I unlocked them I could immediately double every stat. It's a shame they currently cap at 4×, but I still prefer this system overall. Balancing either system at these number scales is probably difficult, but Overclock simply feels better to interact with.
Suggestions
- Add an option to disable enemy animations. At higher Voltages, enemies spawn and die so quickly that you can't even see the animations anyway. Disabling them could improve performance.
- Consider implementing enemy stacking/compression. Instead of spawning two identical enemies, spawn a single enemy with the combined stats of both—or combine any number of enemies into one entity. This would dramatically reduce the number of active entities without changing the gameplay.
Overall, I'm really enjoying the game. My biggest issue isn't progression or balance—it's performance. Eventually the limiting factor stops being the game's difficulty and becomes how many enemies the game can keep active at once.

