
Turret Termination: Final Foothold
Turret Termination:
Final Foothold
Our colony has been discovered!
The robot overlords have found us!
We set up our only remaining turret for you,
but you'll need to build more when you can!
Take the experimental mobile turret foundation,
your "cart" as you like to call it, with you too
so you can protect yourself while you try and
find out how they are getting into our cave system.
You must protect our colony and help us
finally reclaim a foothold on the surface,
For humanity!
Controls
Click/drag/tap/swipe - Move cursor
WASD/Arrows - Move player or cursor
Escape - Toggle cursor mode
1-9 - Main actions shown contextually
Space - Pass time for 1 Turn
F - Pass time until pressing F/Space key again
Assemble turrets with base components
and extra modifiers to compound stats
How to Play
Keep the colony alive by assembling turrets
from the components that you find around
Wipe out their way in before their
attacks become too much to handle
Make it to the surface 10 floors up
to claim a foothold for humanity!
Unlocking Stairways
Enemies are invading from various stairways into our cave system.
You need to go find where they are coming from
and destroy their ways in.
When there is only one way the enemies can get in,
head up to the next floor to secure this space for humanity!
Credits
Tile assets used: Kenny 1-Bit Pack
Library with roguelike utilities: rot.js
Library for sound generation: https://sfxr.me
@@ Submission for 7DRL 2026 @@
| Updated | 9 days ago |
| Published | 28 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | AlwaysAdam |
| Genre | Strategy |
| Made with | PixiJS |
| Tags | Roguelike, Tower Defense |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Mouse, Touchscreen, Smartphone |
| Content | No generative AI was used |





Comments
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The cart dragging mechanic was interesting. I may have just missed it, but I didn't see any way to differentiate the turret bases or turrets while assembling a new one. Great work overall.
Yeah good catches there, assembled turret info is something I definitely wanted to get in there (as well as disassembling/editing turrets). At present there is no distinctiom between turret bases because I never implemented the "number of slots" as a stat which would have made progression more interesting and was the reason I distinguish bases in the first place.
Thanks for giving it a try and making the video! You definitely identified all the things I was wanting to add and felt the limitations of my hacked together engine. Lots of features addressing the limited tower defense and roguelike gameplay were next on my list but unfortunately had to focus on the bare minimum functionality for the week. Thanks for the fair assessment!