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A member registered Sep 06, 2019 · View creator page →

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Hi everyone! 👋

The first playable build of Nopolis is live, and I’m officially opening up the floor for initial playtests!

Before jumping into full development for the Multiplayer mode, my main priority right now is polishing, balancing, and optimizing the Singleplayer experience. To make that happen, I need your help, your ideas, and your honest feedback!

What I’m looking for right now:

  • Balance & Economy: Are there buildings or turrets that feel completely useless or way too expensive?
  • Game-Breakers: Did you find a specific wall/defense layout that makes the game too easy?
  • Automated Wave Behavior: Did your attack waves do anything weird or frustrating?
  • Bugs & Performance: Did you run into any issues or unexpected lag in your browser?

How to leave feedback:

Just drop a reply down below with your thoughts, screenshots of your base, or bug reports. Every single comment helps shape the next update!

Thank you so much for playing and helping me build this game! 


(1 edit)

Play in your browser: https://wwwgamerzone.itch.io/nopolis

 

About the Game

Nopolis is a browser-based strategy game that blends tower defense, autobattler mechanics, and supply line management.

Your core sits alone on a dark island with just five robots. Twenty minutes later, your base runs itself: generators reach for distant deposits, automated attack waves launch every few seconds, and turrets guard your chokepoints. Up to three opponents are doing the exact same thing across the fog. Only one core will stand at the end.

You never select a unit or issue attack orders. You build — and then you find out if you built it right.

Key Features

  • A Machine Made of Walking Parts: Buildings don't work; robots do. Maintainers walk to fix damage, haulers transport resources, and unmanned buildings produce nothing. Every robot on the move is a target for your enemy.
  • Automated Armies & Strategic Steering: Choose your army's composition (walkers, breakers, drones, mortars). They spawn and march automatically. Use walls to bend enemy paths straight into your kill zones (no total sealing allowed!).
  • Zero-Risk Experimentation: Scrap builds, isotope upgrades, alloy fuels your army. Demolishing refund 50% of all invested resources — no choice is a permanent trap.
  • Sleek Visuals & Accessibility: Near-monochrome look with glowing operational highlights. Runs smoothly right in your browser with simple WASD / mouse controls (English & German supported).

Help Shape the Game!

Nopolis is in active development, and multiplayer mode is coming soon!

Since it's still evolving, I’d love your feedback:

  • Which building or turret feels underpowered or unused?
  • Did you find a layout that breaks the game?
  • How did your automated waves perform?

Give it a spin on itch.io, break it, and let me know your thoughts in the comments!

think about early hints ;)