The Wave Is an Ingredient
Most tower defence games ask you to survive the wave. This one asks what you'd like it to be.

Tower defence usually treats the wave like weather: it arrives, you endure it, you rebuild. Project Alchemy treats it as an ingredient.
Every enemy carries an affinity, and you can push it either way. Dose it with its opposite and it turns brittle, ready for anything on your board to shatter. Dose it with its own and it turns volatile, until it becomes something else and takes its neighbours with it. Your towers aren’t only there to bring things down. They’re there to turn whatever is walking towards you into something you’d rather face.
The world page puts it in one line: don’t just survive the wave. Decide what it becomes.
Being frank, the rules are settled and the build is still catching up with them. It still turns out the odd result nobody ordered, and nobody outside the lab has played it yet. That’s the real test: whether deciding what the wave becomes feels as good as it reads on paper.
The first private test, on Android and iPhone, goes out when it’s ready.
Next: committing blind, and why you choose the platform before you know what fills it.





