Put the first turret where it watches the approach down the largest shared lane. Put the next turret so its arc crosses the first. Overlap on the lane they use beats guns scattered across empty ground. A blocked turret protects nothing, no matter what it cost.
Place one
- Buy from the shop or the build menu (3 on PC). Session prices include a free first turret, a next turret at 650, a shotgun at 800, a basic turret around 300, and a green turret around 300. One run also dug up a turret. One shop entry required materials, not only coins. These are not a current price list.
- Spots that worked: the middle of the line facing the attack, several guns shoulder to shoulder at the door, and the roof or a platform reached by stacked blocks. No source shows how the game marks a legal tile.
- Let it fire. Placed turrets shoot on their own. The official description also says you place and control turrets. No recording shows the manual-control button. Every turret seen so far fired by itself.
Slots are limited. One player had to remove turrets before adding more. Another inventory topped out and could not place a fourth. A +10 Turret Slots pass is listed at R$129. The base slot count is not documented. A stats listing dates that pass to September 24, 2026. That is a listing date, not a patch note.
Turrets can be picked up. If a side goes quiet, move the gun to the entrance instead of buying another. Verities can destroy them. A wave-10 boss wiped most of one collection and left three. Budget replacements after large waves.
Sequence
- Close entrances, then cover the main approach.
- Cross a second arc at the entrance.
- Add a gun only when a lane keeps slipping, or when current fire cannot clear the wave. Fix placement first.
- On late waves, put single-target fire on a durable Verity and crowd-control fire on a chokepoint.
Before every wave, check that angles are open, coverage has no gap, and each turret is actually shooting.
Do not box them in
- Walls, props, and teammates in the muzzle line mean zero damage.
- Cover behind a strong section can protect the gun, but too much cover shortens the lane and creates blind spots.
- Clustering every turret in one knot lets one giant block several fields at once.
- Elevation helps until the attack comes from behind. One roof line had to be rotated when that happened.
- Diggers ignore the front gun line. If you hide below, the floor is not coverage.
| What you see | Where the gun goes |
|---|---|
| Fast packs at the door | Short lane at the entrance |
| One durable Verity on a wall | Long clear sightline |
| A group on one lane | The chokepoint |
| Mixed late waves | Overlapping fire on the main approach |
Glass-front positions that guides describe: a balanced gun centered behind the transparent front, crowd control at the entrance paired with a fallback, and a single-target gun on the rear line for breaches. The test is whether the turret fires for the whole approach, not only when enemies touch the door.
Named models are on Turrets. Shotgun turrets are the documented close-range door gun. Gatlings are the multi-lane workhorse. Green variants showed better range and damage than red ones standing beside them. The Halo turret is a late buy whose on-screen readout said 1,600 HP.
