ISSUE#1DEMO · FEB 2027

CONTAINMENT
GRID

A TOWER DEFENSE GAME
Build a maze. Arm it. Survive what comes through. Every wall and turret is put up by Graham, a very good dog in a hard hat, right in the middle of the fight.
Graham, a tan dog in a yellow hard hat
You draw it. I'll build it!
FREE DEMO IN NEXT FEST!
Real gameplay
COMING TO STEAMWindows · Single-player · 12 languagesPlay the free demo during Steam Next Fest, February 22 to March 1, 2027PLAYTESTERS WANTED →

WANTED: PLAYTESTERS

The playtest runs on Steam. The top 10 playtesters get the full game free on Steam and their own dog or cat added to the companion roster. The playtest ends 1 March 2027.

HOW TO JOIN →
Night shift, Workshop Yard. Nothing on the manifest but crates.
One of the crates was not empty.
KRAK!
It was small. It was not alone.
Graham clocked in. Keep it small, operator.

HOW IT PLAYS

Build a maze, arm it with towers, let your companion build it, then hold off the monsters.

CLANK!
1CREATIVITY

DESIGN THE MAZE

Walls are cheap, and every one reshapes the route. Bend the path into a long, winding gauntlet so the monsters walk past your guns twice.

No fixed lanes. The maze is yours.

A wall corner
WALL · BENDS THE ROUTE
Frost tower
FROST · SLOWS MONSTERS
Mortar tower
MORTAR · SPLASH DAMAGE
Sentry tower
SENTRY · FAST SHOTS
Walls shape the route. Twelve tower families do the rest.
2STRATEGY

CHOOSE YOUR DEFENSES

Every tower family has a job, and every one has three specializations with real trade-offs.

  • Frost slows, Mortars splash, Railguns pierce
  • Flak for flyers that skip your maze
  • Armor, wall-hoppers and bosses demand a plan
Nori, on shift at Cold Storage.
3COMPANION

SEND IN YOUR CREW

You never place a tower by magic. Graham, Nori or another member of the crew runs every order across the floor and builds it in place, in real time.

Where your companion stands matters. Moving a tower mid-wave is a real decision.

KRA-THOOM!
4SURVIVE

HOLD THE CORE

Wave after wave of monsters: runners, armored brutes, flyers, medics, brood carriers, and bosses with a file of their own.

Leak too many and the core goes down.

THE CAST

Graham and Nori on one side. The monsters from the crates on the other.

HERO

GRAHAM

The founding dog. A little faster at building than the rest of the crew.

BACKUP

NORI

The founding cat. A little quicker across the floor than Graham.

HARDWARE

THE TOWERS

Twelve families. Thirty-six specializations.

MONSTER

VAULTER

Hops your walls. Your maze is a suggestion.

BOSS

FOREMAN

Slow, armored, and calls in a swarm.

EARN, UNLOCK, LEVEL UP

Every operation pays out, on the board and between shifts.

The campaign route with stars earned per operation
11 operations, 3 stars each: a clear, a healthy core, a clean sweep.
A real operation debrief: 1,243 monsters defeated, the Clear star, new rewards and CONTAINED
Every operation ends in a debrief: stars, new rewards and the Auditor's verdict.
The Companion Workshop perk board
Spend stars on your companion: faster builds, starting credits, a field kit.
Operation 3 of 11 cleared, the Steward's line and a star to spend
Clear one, unlock the next, and spend your stars.
ON THE BOARD

Every monster pays a bounty, every cleared wave pays a bonus, and calling the next wave early earns standby pay. Bank spare credits in Savings and they earn interest.

BETWEEN SHIFTS

Stars buy companion perks, bond levels unlock outfits and rewards, bosses leave trophies for the Den, and contracts, daily runs and the threat ladder keep score.

Graham building in a busy maze at Workshop Freight Yards
Issue #1, in motion.
Between shifts: the Den. Outfits, tricks, a drone and a trophy wall.

IN THIS
ISSUE

  • 11-operation campaign
  • 12 tower families
  • 36 specializations
  • Contracts & daily ops
  • Map builder
  • Endless mode
  • The Den
  • Colour-blind palettes
  • 12 languages