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
| Crop | Growth | Sells For | Seed Cost |
|---|---|---|---|
| Carrot | 5 min | 2 JB | Free |
| Potato | 15 min | 5 JB | Free |
| Wheat | 30 min | 8 JB | Free |
| Tomato | 1 hour | 20 JB | 5 JB |
| Corn | 2 hours | 40 JB | 8 JB |
| Pumpkin | 4 hours | 75 JB | 12 JB |
| Golden Apple | 8 hours | 150 JB | 25 JB |
| Crystal Herb | 12 hours | 200 JB | 40 JB |
| Dragon Fruit | 24 hours | 500 JB | 75 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.
| Level | Name | Cost | Bonus |
|---|---|---|---|
| 1 | Dirt Shack | — | Starting farmhouse |
| 2 | Wooden Cabin | 100 JB | 1.1x sell price |
| 3 | Stone Farmhouse | 300 JB | 1.2x sell, 10% faster growth |
| 4 | Manor | 800 JB | 1.3x sell, 15% faster, auto-water on load |
| 5 | Golden Estate | 2000 JB | 1.5x sell, 25% faster, auto-water, rare seed drops |
Gathering Stations
Gather raw materials on timers. Higher farmhouse levels unlock more stations.
| Station | Produces | Timer |
|---|---|---|
| Lumber Yard | Wood | 12 min |
| Quarry | Stone | 20 min |
| Fishing Pond | Fish | 10 min |
| Chicken Coop | Eggs | 15 min |
| Cow Pasture | Milk | 30 min |
| Sheep Pen | Wool | 45 min |
| Mine | Iron | 40 min |
| Deep Mine | Gold | 90 min |
| Old Growth | Hardwood | 35 min |
Processing Stations
Turn raw materials into refined goods. Each station queues up to 5 items.
| Station | Recipe | Time |
|---|---|---|
| Mill | 3 Wheat → 1 Flour | 5 min |
| Sawmill | 3 Wood → 1 Planks | 8 min |
| Mason | 4 Stone → 1 Stone Bricks | 10 min |
| Kitchen | 2 Flour + 1 Eggs → 1 Bread | 10 min |
| Forge | 3 Iron + 2 Wood → 1 Iron Bars | 15 min |
| Loom | 2 Wool → 1 Rope | 6 min |
| Smokehouse | 2 Fish + 1 Wood → 1 Smoked Fish | 8 min |
| Enchanter | 2 Crystal Herb + 1 Gold → 1 Crystal Lens | 30 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.
| Tower | DMG | Range | Cost | Unlock |
|---|---|---|---|---|
| Arrow | 5 | 3 | 10 SB | Starter |
| Cannon | 15 | 2 | 25 SB | Starter |
| Frost | 3 | 3 | 20 SB | Starter (slows) |
| Watchtower | — | 3 | 15 SB | Wave 10 + Stone Bricks |
| Fire | 10 | 2 | 30 SB | Wave 15 + Hardwood |
| Sniper | 25 | 5 | 50 SB | Wave 20 + Iron Bars |
| Gold Mine | — | — | 40 SB | Wave 25 + Gold |
| Lightning | 15 | 3 | 60 SB | Wave 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
| Enemy | HP | Speed | Appears | Special |
|---|---|---|---|---|
| Slime | 20 | 1.0 | Wave 1 | — |
| Skeleton | 40 | 1.2 | Wave 6 | — |
| Goblin | 30 | 1.8 | Wave 11 | Fast |
| Orc | 80 | 0.7 | Wave 16 | Tanky |
| Ghost | 25 | 1.0 | Wave 21 | 50% dodge chance |
| Boss | 500 | 0.4 | Every 10 waves | Massive 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.
| Upgrade | Tiers | Effect |
|---|---|---|
| Reinforced Walls | 3 | +2 starting lives per tier |
| Sharpened Arrows | 3 | +10% arrow damage per tier |
| Sturdy Foundations | 3 | -10% tower build cost per tier |
| Supply Lines | 3 | +5 starting SB per tier |
| Crystal Optics | 3 | +15% tower range per tier |
| Golden Treasury | 3 | +20% wave SB rewards per tier |
| Hardened Steel | 1 | Unlock tower Lv4 upgrades |
| Arcane Mastery | 1 | Unlock tower special abilities |
Tower Defense — Supply Crate
Load up to 3 consumable items before a run. Each can be used once per game.
| Item | Effect | Cost |
|---|---|---|
| Bread | Heal +3 lives | 1 Bread |
| Smoked Fish | +30% attack speed for 30s | 1 Smoked Fish |
| Rope Trap | Slow all enemies 50% for one wave | 2 Rope |
| Iron Caltrops | Place on path, deals 15 damage | 2 Iron Bars |
| Milk Flask | Reset all tower cooldowns | 3 Milk |
| Crystal Bomb | 50% HP damage to all enemies | 1 Crystal Lens |
| Golden Shield | Block the next 3 enemy leaks | 1 Gold |
Pets
Adopt a pet at the Pet Shop for coins. Each type has unique casino and farming bonuses.
| Pet | Cost | Casino Bonus | Farm Bonus |
|---|---|---|---|
| Cat | 500 coins | Refunds coins after losing streaks | 15% auto-replant chance |
| Dragon | 750 coins | Bonus coins on wins | 10% faster crop growth |
| Robot | 1000 coins | Recovery coins every N games | Auto-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.
| Wave | Bonus |
|---|---|
| 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
| Parameter | Value |
|---|---|
| Grid Columns | 16 |
| Grid Rows | 12 |
| Tile Size | 40px |
| Canvas Width | 640px (16 × 40) |
| Canvas Height | 480px (12 × 40) |
| Spawn Interval | 0.8 seconds between enemies |
| Projectile Speed | 6 tile-widths/sec (240px/sec) |
Starting Resources
| Resource | Base Value | Modifiers |
|---|---|---|
| Lives | 20 | +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
| Difficulty | Lives Bonus | HP Mult | Reward Mult | Speed 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:
| Map | Path 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
| Tower | Symbol | DMG | Range | Speed | Cost | Special |
|---|---|---|---|---|---|---|
| Arrow | A | 5 | 3 tiles | 1.0s | 10 SB | — |
| Cannon | C | 15 | 2 tiles | 2.5s | 25 SB | 50% splash in 40px radius |
| Frost | Fr | 3 | 3 tiles | 1.5s | 20 SB | 50% slow for 2 seconds |
| Watchtower | Wt | 0 | 3 tiles | — | 15 SB | +10% range to towers within 2 tiles |
| Fire | Fi | 10 | 2 tiles | 1.2s | 30 SB | DOT: 3 dmg/tick for 3 seconds |
| Sniper | S | 25 | 5 tiles | 3.0s | 50 SB | — |
| Gold Mine | G | 0 | — | — | 40 SB | +2 SB per completed wave |
| Lightning | L | 15 | 3 tiles | 2.5s | 60 SB | Chains 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:
| Upgrade | Cost Formula | DMG Mult | Range Mult |
|---|---|---|---|
| Lv1 (base) | Base cost | ×1.0 | ×1.0 |
| Lv1 → Lv2 | Base × 1.5 | ×1.4 | ×1.1 |
| Lv2 → Lv3 | Base × 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.
| Tower | Build | Lv2 | Lv3 | Total (Lv3) | Sell (Lv3) |
|---|---|---|---|---|---|
| Arrow | 10 | 15 | 25 | 50 | 25 |
| Cannon | 25 | 38 | 63 | 126 | 63 |
| Frost | 20 | 30 | 50 | 100 | 50 |
| Watchtower | 15 | 23 | 38 | 76 | 38 |
| Fire | 30 | 45 | 75 | 150 | 75 |
| Sniper | 50 | 75 | 125 | 250 | 125 |
| Gold Mine | 40 | 60 | 100 | 200 | 100 |
| Lightning | 60 | 90 | 150 | 300 | 150 |
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.
| Tower | Lv1 DPS | Lv2 DPS | Lv3 DPS |
|---|---|---|---|
| Arrow | 5.0 | 7.0 | 9.0 |
| Cannon | 6.0 | 8.4 | 10.8 |
| Frost | 2.0 | 2.8 | 3.6 |
| Fire | 8.3 + DOT | 11.7 + DOT | 15.0 + DOT |
| Sniper | 8.3 | 11.7 | 15.0 |
| Lightning | 6.0 (×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)
| Wave | HP Mult | Slime HP | Orc HP | Enemies |
|---|---|---|---|---|
| 1 | 1.15 | 23 | — | 6 |
| 5 | 1.75 | 35 | — | 12 |
| 10 | 2.50 | 50 | — | 20 |
| 15 | 3.25 | 65 | — | 27 |
| 20 | 4.00 | 80 | 320 | 35 |
| 25 | 4.75 | 95 | 380 | 35 |
| 30 | 5.50 | 110 | 440 | 35 |
| 35 | 8.08 | 162 | 646 | 35 |
| 40 | 11.88 | 238 | 950 | 35 |
| 50 | 25.65 | 513 | 2,052 | 35 |
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.
| Wave | Boss HP (Normal) | Bonus SB |
|---|---|---|
| 10 | 750 | 50 |
| 20 | 1,000 | 100 |
| 30 | 1,250 | 150 |
| 35 | 1,250 × 1.085 = 1,837 | 150 |
| 40 | 1,500 × 1.0810 = 3,238 | 200 |
| 50 | 1,500 × 1.0820 = 6,993 | 250 |
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 × bossNumberon top
SB Earned at Selected Waves (Normal, No Upgrades, No Gold Mines)
| Wave | Base Reward | Boss Bonus | Cumulative |
|---|---|---|---|
| 1 | 7 | — | 7 |
| 5 | 15 | — | 55 |
| 10 | 25 | +50 | 205 |
| 15 | 35 | — | 355 |
| 20 | 45 | +100 | 605 |
| 25 | 55 | — | 855 |
| 30 | 65 | +150 | 1,255 |
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.
| Upgrade | Tier 1 Cost | Tier 2 Cost | Tier 3 Cost | Total Resources |
|---|---|---|---|---|
| Reinforced Walls | 5 Stone Bricks | 8 Stone Bricks | 10 Stone Bricks | 23 Stone Bricks |
| Sharpened Arrows | 3 Planks + 1 Iron Bars | 5 Planks + 2 Iron Bars | 6 Planks + 2 Iron Bars | 14 Planks + 5 Iron Bars |
| Sturdy Foundations | 4 Planks + 3 Stone Bricks | 6 Planks + 5 Stone Bricks | 8 Planks + 6 Stone Bricks | 18 Planks + 14 Stone Bricks |
| Supply Lines | 3 Bread + 2 Rope | 5 Bread + 3 Rope | 6 Bread + 4 Rope | 14 Bread + 9 Rope |
| Crystal Optics | 2 Crystal Lens | 3 Crystal Lens | 4 Crystal Lens | 9 Crystal Lens |
| Golden Treasury | 2 Gold | 3 Gold | 4 Gold | 9 Gold |
| Hardened Steel | 4 Iron Bars + 2 Hardwood | 4 Iron Bars + 2 Hardwood | ||
| Arcane Mastery | 3 Crystal Lens + 2 Gold | 3 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:
| Stat | Base | Armory | Difficulty | Final |
|---|---|---|---|---|
| Starting Lives | 20 | +6 | −5 | 21 |
| Starting SB | 50 | +15 | — | 65 + milestones |
| Arrow Damage | 5 | ×1.3 | — | 6.5 |
| Tower Cost | varies | ×0.7 | — | 30% cheaper |
| Tower Range | varies | ×1.45 | — | 45% further |
| Wave Rewards | varies | ×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.