Farm

Your farm runs on two currencies: coins from the casino and JackBucks (JB) from selling crops. Plant seeds, harvest when they're ready, and sell for JB. Use JB at the Silk Road to buy better seeds and upgrades.

Your pet helps out too — it'll water crops, harvest for you, and even drop rare seeds at higher levels.

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The Farm

Start with 2 plots and 3 basic crops (wheat, carrot, potato). Crops grow on real-time timers — they keep growing even when you close the page. Upgrade your farmhouse at the Silk Road to unlock more plots, buildings, and passive bonuses like auto-watering and faster growth.

At higher farmhouse levels you unlock gathering stations (lumber, quarry, mine, fishing) and processing buildings (mill, sawmill, kitchen, forge) that turn raw materials into refined goods.

Tower Defense

Place towers along the path to stop waves of enemies. You earn SamBucks (SB) each wave, which convert to JB when the run ends. Choose from 3 maps and 3 difficulty levels. Waves scale endlessly past 30 for high-score chasers.

Farm resources fuel the Armory (permanent upgrades), Supply Crate (consumable items), and Blueprints (unlock new tower types).

Shops

The Silk Road sells seeds, plot upgrades, farmhouse levels, tools, and exclusive cosmetics — all for JB. The Pet Shop lets you adopt and evolve pets using coins. Each pet type (cat, dragon, robot) has different farming bonuses.

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Crops

CropGrowthSells ForSeed Cost
Carrot5 min2 JBFree
Potato15 min5 JBFree
Wheat30 min8 JBFree
Tomato1 hour20 JB5 JB
Corn2 hours40 JB8 JB
Pumpkin4 hours75 JB12 JB
Golden Apple8 hours150 JB25 JB
Crystal Herb12 hours200 JB40 JB
Dragon Fruit24 hours500 JB75 JB

All crops grow in real time — even when the page is closed. Watering a crop gives a 10% speed boost. Fertilizer (from the Silk Road) halves the remaining grow time.

Farmhouse Levels

Upgrade your farmhouse at the Silk Road to unlock bonuses that stack as you level up.

LevelNameCostBonus
1Dirt ShackStarting farmhouse
2Wooden Cabin100 JB1.1x sell price
3Stone Farmhouse300 JB1.2x sell, 10% faster growth
4Manor800 JB1.3x sell, 15% faster, auto-water on load
5Golden Estate2000 JB1.5x sell, 25% faster, auto-water, rare seed drops

Gathering Stations

Gather raw materials on timers. Higher farmhouse levels unlock more stations.

StationProducesTimer
Lumber YardWood12 min
QuarryStone20 min
Fishing PondFish10 min
Chicken CoopEggs15 min
Cow PastureMilk30 min
Sheep PenWool45 min
MineIron40 min
Deep MineGold90 min
Old GrowthHardwood35 min

Processing Stations

Turn raw materials into refined goods. Each station queues up to 5 items.

StationRecipeTime
Mill3 Wheat → 1 Flour5 min
Sawmill3 Wood → 1 Planks8 min
Mason4 Stone → 1 Stone Bricks10 min
Kitchen2 Flour + 1 Eggs → 1 Bread10 min
Forge3 Iron + 2 Wood → 1 Iron Bars15 min
Loom2 Wool → 1 Rope6 min
Smokehouse2 Fish + 1 Wood → 1 Smoked Fish8 min
Enchanter2 Crystal Herb + 1 Gold → 1 Crystal Lens30 min

Refined goods are used in Tower Defense for Armory upgrades, Supply Crate items, and Blueprint unlocks.

Tower Defense — Towers

3 starter towers are always available. 5 blueprint towers must be unlocked with farm resources after reaching the required wave.

TowerDMGRangeCostUnlock
Arrow5310 SBStarter
Cannon15225 SBStarter
Frost3320 SBStarter (slows)
Watchtower315 SBWave 10 + Stone Bricks
Fire10230 SBWave 15 + Hardwood
Sniper25550 SBWave 20 + Iron Bars
Gold Mine40 SBWave 25 + Gold
Lightning15360 SBWave 30 + Crystal Lens

Watchtower boosts nearby towers' range. Gold Mine generates bonus SB each wave. All towers upgrade to Lv3 (Lv4 with Hardened Steel armory upgrade).

Tower Defense — Enemies

EnemyHPSpeedAppearsSpecial
Slime201.0Wave 1
Skeleton401.2Wave 6
Goblin301.8Wave 11Fast
Orc800.7Wave 16Tanky
Ghost251.0Wave 2150% dodge chance
Boss5000.4Every 10 wavesMassive HP, scales with wave

Enemy HP scales each wave. Past wave 30 the scaling ramps exponentially and mini-bosses appear every 5 waves.

Tower Defense — Armory

Permanent meta-upgrades purchased with farm resources. Effects persist across all runs.

UpgradeTiersEffect
Reinforced Walls3+2 starting lives per tier
Sharpened Arrows3+10% arrow damage per tier
Sturdy Foundations3-10% tower build cost per tier
Supply Lines3+5 starting SB per tier
Crystal Optics3+15% tower range per tier
Golden Treasury3+20% wave SB rewards per tier
Hardened Steel1Unlock tower Lv4 upgrades
Arcane Mastery1Unlock tower special abilities

Tower Defense — Supply Crate

Load up to 3 consumable items before a run. Each can be used once per game.

ItemEffectCost
BreadHeal +3 lives1 Bread
Smoked Fish+30% attack speed for 30s1 Smoked Fish
Rope TrapSlow all enemies 50% for one wave2 Rope
Iron CaltropsPlace on path, deals 15 damage2 Iron Bars
Milk FlaskReset all tower cooldowns3 Milk
Crystal Bomb50% HP damage to all enemies1 Crystal Lens
Golden ShieldBlock the next 3 enemy leaks1 Gold

Pets

Adopt a pet at the Pet Shop for coins. Each type has unique casino and farming bonuses.

PetCostCasino BonusFarm Bonus
Cat500 coinsRefunds coins after losing streaks15% auto-replant chance
Dragon750 coinsBonus coins on wins10% faster crop growth
Robot1000 coinsRecovery coins every N gamesAuto-harvest ready crops on load

Evolve pets to level 2 (2,000 coins + 50 games) and level 3 (10,000 coins + 200 games) for stronger bonuses. Pets also water crops, harvest for you, and drop rare seeds at farmhouse level 5.

Silk Road

The black market shop sells everything for JB.

Seeds: All 9 crop types. Starter seeds (carrot, potato, wheat) are free.

Farm Tools: Sprinkler (auto-water timer), Scarecrow (harvest bonus), Golden Trowel (sell price boost), Seed Bag (free seed chance), Fertilizer (halves grow time). Each tool has 3 upgrade tiers.

Farmhouse: Levels 2–5 with stacking bonuses.

Plot Expansion: Unlock additional farm plots up to 6 total.

Exclusive Cosmetics: Farmer Hat (300 JB), Dirt Trail (500 JB), Harvest Moon ambient glow (800 JB), Overgrown site theme (1,000 JB).

Wave Milestones

Your highest TD wave unlocks permanent starting SB bonuses for future runs.

WaveBonus
5+5 SB
10+10 SB
15+15 SB
20+20 SB
30+30 SB
40+40 SB
50+50 SB

Milestones stack — reaching wave 30 gives +5+10+15+20+30 = 80 bonus SB on every future run. You can also invest JB before a run for extra starting SB at a 3:1 rate (max 200 SB).

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Tower Defense — The Full Technical Manual

You asked for it. Here is every number, formula, and mechanic in the entire tower defense system. No stone unturned. No variable unlogged. You're welcome.

Grid & Canvas Specifications

ParameterValue
Grid Columns16
Grid Rows12
Tile Size40px
Canvas Width640px (16 × 40)
Canvas Height480px (12 × 40)
Spawn Interval0.8 seconds between enemies
Projectile Speed6 tile-widths/sec (240px/sec)

Starting Resources

ResourceBase ValueModifiers
Lives20+2 per Reinforced Walls tier, +10 Easy / −5 Hard
SamBucks (SB)50+5 per Supply Lines tier, +milestone bonus, +invested SB

Full starting SB formula: 50 + (Supply Lines tier × 5) + milestone bonus + invested SB

Difficulty Modifiers — Exact Numbers

DifficultyLives BonusHP MultReward MultSpeed Mult
Easy+10×0.7×0.8×0.9
Normal+0×1.0×1.0×1.0
Hard−5×1.5×1.3×1.15

So on Hard you start with 15 lives (20 − 5), enemies have 50% more HP and move 15% faster, but you earn 30% more SB per wave. Risk and reward, baby.

Map Coordinates

Each map is a series of waypoints on the 16×12 grid. Enemies walk tile-to-tile between them. Here are the exact paths:

MapPath Waypoints (col, row)
Valley(0,6) → (3,6) → (3,2) → (8,2) → (8,8) → (12,8) → (12,4) → (15,4)
Switchback(15,1) → (12,1) → (12,5) → (4,5) → (4,8) → (10,8) → (10,11) → (0,11)
Spiral(0,1) → (14,1) → (14,10) → (2,10) → (2,5) → (8,5) → (8,8) → (13,8)

Valley is a classic zigzag. Switchback has tight turns from the north. Spiral is a long winding path toward the centre — longest path, best for slow towers.

Complete Tower Specifications

TowerSymbolDMGRangeSpeedCostSpecial
ArrowA53 tiles1.0s10 SB
CannonC152 tiles2.5s25 SB50% splash in 40px radius
FrostFr33 tiles1.5s20 SB50% slow for 2 seconds
WatchtowerWt03 tiles15 SB+10% range to towers within 2 tiles
FireFi102 tiles1.2s30 SBDOT: 3 dmg/tick for 3 seconds
SniperS255 tiles3.0s50 SB
Gold MineG040 SB+2 SB per completed wave
LightningL153 tiles2.5s60 SBChains to 3 targets within 2 tiles

Tower Upgrade Costs & Scaling

Each tower can be upgraded to Lv3 (or Lv4 with Hardened Steel armory upgrade). Upgrade costs scale from the base build cost:

UpgradeCost FormulaDMG MultRange Mult
Lv1 (base)Base cost×1.0×1.0
Lv1 → Lv2Base × 1.5×1.4×1.1
Lv2 → Lv3Base × 2.5×1.8×1.2

Sell value is always 50% of total investment (build + all upgrades).

Full Upgrade Cost Breakdown Per Tower

Because you deserve to know exactly how much SB you're sinking into each tower.

TowerBuildLv2Lv3Total (Lv3)Sell (Lv3)
Arrow1015255025
Cannon25386312663
Frost20305010050
Watchtower1523387638
Fire30457515075
Sniper5075125250125
Gold Mine4060100200100
Lightning6090150300150

With the Sturdy Foundations armory upgrade (−10% per tier), a fully upgraded Arrow at tier 3 costs just 35 SB total instead of 50. Every SB counts in the late game.

Effective DPS Analysis

Damage per second at each level, not accounting for range or special effects. Just raw numbers for the spreadsheet enthusiasts.

TowerLv1 DPSLv2 DPSLv3 DPS
Arrow5.07.09.0
Cannon6.08.410.8
Frost2.02.83.6
Fire8.3 + DOT11.7 + DOT15.0 + DOT
Sniper8.311.715.0
Lightning6.0 (×3)8.4 (×3)10.8 (×3)

Lightning's effective DPS is tripled when all 3 chain targets are in range. Fire's DOT adds 3 dmg/tick over 3 seconds on top of the direct hit. Cannon's splash means its effective DPS multiplies with enemy density. Frost DPS is low but the 50% slow makes every other tower more effective.

Enemy Stat Scaling Per Wave

Enemies per wave: min(35, 5 + floor(wave × 1.5)). The cap of 35 prevents lag on mobile.

HP multiplier:

  • Waves 1–30: 1 + wave × 0.15 (linear)
  • Waves 31+: 5.5 × 1.08(wave − 30) (exponential)

Then multiply by difficulty HP modifier (0.7 / 1.0 / 1.5).

Enemy HP at Selected Waves (Normal Difficulty)

WaveHP MultSlime HPOrc HPEnemies
11.15236
51.753512
102.505020
153.256527
204.008032035
254.759538035
305.5011044035
358.0816264635
4011.8823895035
5025.655132,05235

Past wave 30 the exponential scaling gets brutal. A wave 50 Orc has over 2,000 HP. On Hard difficulty, multiply all those numbers by 1.5. Good luck.

Boss Mechanics

Boss waves occur every 10 waves, plus every 5 waves past wave 30. A single boss spawns alongside the regular wave.

WaveBoss HP (Normal)Bonus SB
1075050
201,000100
301,250150
351,250 × 1.085 = 1,837150
401,500 × 1.0810 = 3,238200
501,500 × 1.0820 = 6,993250

Boss HP formula: 500 × (1 + bossNumber × 0.5), then multiplied by the exponential wave scaling past wave 30. The wave 50 boss has nearly 7,000 HP on Normal. On Hard: 10,490 HP. It moves at 0.4 speed though, so you have time — just not enough towers.

SB Reward Formula — Complete Breakdown

Per-wave SB earned:

reward = round((5 + wave × 2 + goldMines × 2) × armoryMult × difficultyMult)

Where:

  • armoryMult = 1 + Golden Treasury tier × 0.2 (max 1.6 at tier 3)
  • difficultyMult = 0.8 (Easy) / 1.0 (Normal) / 1.3 (Hard)
  • Boss waves add: 50 × bossNumber on top

SB Earned at Selected Waves (Normal, No Upgrades, No Gold Mines)

WaveBase RewardBoss BonusCumulative
177
51555
1025+50205
1535355
2045+100605
2555855
3065+1501,255

Each Gold Mine adds +2 SB per wave. Three Gold Mines over 30 waves = +180 SB. With max Golden Treasury (×1.6) and Hard difficulty (×1.3), the same 30 waves yields around 2,610 SB. That's 2,610 JB per run.

Investment System — ROI Analysis

Invest up to 600 JB before a run to receive up to 200 bonus starting SB (3:1 rate). Is it worth it?

200 extra starting SB lets you build several towers immediately — a Gold Mine (40 SB), a Sniper (50 SB), and still have 110 SB left for Arrows and Cannons. That Gold Mine generates +2 SB per wave. Over a 30-wave run that's +60 SB earned.

Note: JB cashout from TD has diminishing returns above 100 SB earned. A 670 SB run pays ~269 JB, not 670. Invest strategically — big investments help you survive more waves, but returns taper off.

Ghost Evasion Mechanics

Ghosts have a 50% dodge chance against projectile hits. Each projectile rolls independently. However, Fire tower DOT bypasses evasion entirely — the damage-over-time effect modifies HP directly without a hit check. Ghosts are rendered at 50% opacity to look spooky.

Optimal anti-ghost strategy: Fire towers. Their direct hit might miss, but the DOT always lands. Lightning chains also roll dodge per target, so statistically 1.5 of 3 chain hits connect.

Tower Synergies & Placement Theory

Watchtower + Snipers: Sniper base range is 5 tiles (200px). A nearby Watchtower adds +10%, giving 5.5 tiles (220px). At Lv3 with Crystal Optics tier 3 (+45% range), a Sniper covers 7.25 tiles — nearly half the map.

Frost + Cannon: Frost slows enemies to 50% speed. Slower enemies bunch up. Bunched enemies take more cannon splash hits. A single Lv3 Cannon can hit 4–5 slowed enemies per shot.

Gold Mine placement: Gold Mines don't attack, so put them in dead zones away from the path. They pay for themselves in 20 waves (40 SB cost, +2 SB/wave). Build early.

Lightning chains: Lightning jumps to up to 3 targets within 2 tiles of each other. Place it where the path doubles back on itself for maximum chain potential. On Spiral map, the centre is ideal.

Armory Upgrade Costs — Full Resource Requirements

Each armory tier costs more. The cost multipliers per tier are ×1.0, ×1.5, ×2.0.

UpgradeTier 1 CostTier 2 CostTier 3 CostTotal Resources
Reinforced Walls5 Stone Bricks8 Stone Bricks10 Stone Bricks23 Stone Bricks
Sharpened Arrows3 Planks + 1 Iron Bars5 Planks + 2 Iron Bars6 Planks + 2 Iron Bars14 Planks + 5 Iron Bars
Sturdy Foundations4 Planks + 3 Stone Bricks6 Planks + 5 Stone Bricks8 Planks + 6 Stone Bricks18 Planks + 14 Stone Bricks
Supply Lines3 Bread + 2 Rope5 Bread + 3 Rope6 Bread + 4 Rope14 Bread + 9 Rope
Crystal Optics2 Crystal Lens3 Crystal Lens4 Crystal Lens9 Crystal Lens
Golden Treasury2 Gold3 Gold4 Gold9 Gold
Hardened Steel4 Iron Bars + 2 Hardwood4 Iron Bars + 2 Hardwood
Arcane Mastery3 Crystal Lens + 2 Gold3 Crystal Lens + 2 Gold

Complete Modifier Stack at Max Upgrades

If you max every armory upgrade, here's what you're working with on Hard difficulty:

StatBaseArmoryDifficultyFinal
Starting Lives20+6−521
Starting SB50+1565 + milestones
Arrow Damage5×1.36.5
Tower Costvaries×0.730% cheaper
Tower Rangevaries×1.4545% further
Wave Rewardsvaries×1.6×1.3×2.08 total

With fully stacked modifiers, wave 30 on Hard earns round(65 × 2.08) = 135 SB per wave. That's the dream. Getting there requires approximately 23 Stone Bricks, 32 Planks, 9 Iron Bars, 12 Crystal Lens, 9 Gold, 2 Hardwood, 14 Bread, and 9 Rope. So start farming.

Cashout — SB to JB Conversion

When your run ends (you die), all SB earned during the run converts to JB at a 1:1 rate. That's it. No multiplier, no tax, no hidden fees. A 30-wave run earning 1,255 SB deposits exactly 1,255 JB into your wallet. Invest wisely.

The Optimal First 10 Waves (Speedrun Strat)

Wave 1: Build 2 Arrows at the first bend (20 SB). You have 30 SB left.

Wave 2: Save. Slimes die easily.

Wave 3: Build a Frost tower at the second bend (20 SB).

Wave 4–5: Save SB. Upgrade an Arrow to Lv2 after wave 5 (15 SB).

Wave 6: Skeletons appear. Build a Cannon (25 SB) for splash damage.

Wave 7–9: Upgrade towers. Get the Cannon to Lv2 (38 SB).

Wave 10: Boss wave. You should have 2 Lv2 Arrows, 1 Frost, 1 Lv2 Cannon. The boss has 750 HP. It will be tight but survivable. Collect 50 bonus SB.

After wave 10 you should have ~300+ total SB earned. Use it to unlock Watchtower and start stacking range buffs.

Why You Will Lose at Wave 37

Wave 37 is where most runs die. Here's why: the exponential scaling has been compounding for 7 waves. Slimes now have ~170 HP. Orcs have ~680 HP. You're facing 35 enemies per wave. And it's a boss-adjacent wave (if past 30, mini-bosses every 5), meaning you just burned resources on wave 35's boss and haven't recovered economically. The gap between wave 30 (linear) and wave 37 (exponential) is where tower DPS falls behind enemy HP growth. The solution: have 3+ Gold Mines generating passive SB, and invest all of it into Lv3 Snipers with Watchtower range buffs. Or just accept wave 37 as your destiny.