Silicon Invasion
- Developer
- GameAnt Studio
- Released
- Jul 10, 2026
- Platforms
- Browser (desktop and mobile)
- Orientation
- Landscape
- Storage
- None. Play instantly.
Chapter 1 of Silicon Descent—a full-screen browser campaign. Five acts of waves, towers, and silicon forms that learn your farm.
How to Play Silicon Invasion
Chapter 1 of Silicon Descent. Hold the homestead while the invasion escalates from dust to matriarch.
Enemies march from the top of the field. Clear them before they reach you. Finish a wave to earn points, unlock gear, and open the Power-Ups popup before the next round.
Aim, towers, and the shop
Aim with the mouse and hold fire. Swap weapons when armor shrugs off lighter guns. Drop unlocked defense towers into free slots along the bottom center. Between waves, spend points in the shop without leaving the run. Restart begins again from Act I. Retry resumes from the wave you failed, and saving that progress requires signing in.
The Five Acts
The campaign is told in five acts. Each act teaches the invaders a new part of the farm.
Act I · Silicon Dust
The first forms drift through the fields. Orbs. Triangles. Rabbits. Ducks. Even the rooster. The farm is being scanned. This is the warm-up and the first loadout window: learn the aim, earn early points, and place the first towers before the scan turns serious.
Act II · Shadows in the Pen
The silicon spreads into the pasture, the pigpen, and the barn. Sheep harden into hex shapes. Pigs return as armored blocks. Cats and dogs move with metal in their bones. Heavier enemies may resist LMG fire. Use HMG weapons to break their armor before they overrun the pens.
Act III · Iron Hooves, Starlight Edge
Cows and horses return as silicon giants, one built to crush the line and the other to break through it. Star-shaped elites rise from overlapping scans. Cattle and horses can shrug off LMG fire and resist sustained HMG fire. Use sniper rifles or anti-materiel weapons to pierce their plating.
Act IV · The Matriarch at the Door
The tide surges. Behind the herds, a matriarch node rises. Break it before the lamps go out. Focus fire, keep towers alive, and clear the fodder so the matriarch cannot hide in the pack.
The matriarch has reached the door. Peak density meets it at full strength. Clear the chapter, or keep fighting when the scan refuses to end.
Finale · The Scan Unfinished
The matriarch fractures, and the scan does not end. Silicon has memorized every shape on this farm. Endless pressure after the story beats keeps every remembered form in the tide, so survival becomes a score and a stance.
Weapons and Towers
- Rifle and LMG: the early-act guns, before armor shows up.
- HMG: the answer when heavier enemies shrug off lighter fire.
- Sniper and pierce weapons: for cattle, horses, and plating that resists sustained HMG fire.
- Sentinel Tower, Fire Node, Heavy Fortress, Sniper Tower, and Piercing Tower: unlocked across waves and placed in bottom-center slots as backup, not as a separate mode.
- Ammo is limited, so swap when the current gun stops mattering.
Features
- Five acts from dust to the matriarch
- Weapons that unlock as the armor gets heavier
- Towers placed along the bottom center
- A shop between waves
Controls
- Mouse to aim, hold to fire
- Place towers in the bottom-center slots
- Restart from Act I, Retry from the failed wave
FAQ
When can you buy upgrades?
Between waves, in the shop, without leaving the run. A finished wave also opens the Power-Ups popup.
What is the difference between Restart and Retry?
Restart begins at Act I. Retry resumes from the wave you failed, once progress is saved on an account.
Features
- Act-based escalation — Enemy mixes change by act, so mid- and late-game fights feel different from the opening waves.
- Shop between rounds — Spend points on the wave-complete screen without leaving the run.
- Optional tower line — Fortify only when slots unlock—placement is a support layer, not a separate mode.
- Retry with a saved run — Sign in to save progress and retry the current wave; Restart always returns to Act I.