Quiet Bastion - Tower Defense Game

org.quietbastion.game
by Quiet Bastion

Quiet Bastion: offline portrait tower defense for Android

Quiet Bastion is an offline tower defense game for Android. You hold the shelters of the Unlisted Valley against Assessory debt registries and the enforcement raids sent to collect on them. Households in the valley keep their own cipher keys, pass sealed messages, share open equipment patterns, and cooperate by choice. Build from eight tower families and the hero Mara, then shape each defender with role specializations and skills. Ten enemy roles test different parts of a layout, so routes, chokepoints, and targeting priorities matter. Play missions, endless runs, two-stage expeditions, and special missions. Eight ordinary maps offer short and long routes, separated entries, and shared chokepoints. Pause at any time to plan upgrades, queue purchases, and adjust targeting before the fight resumes. Game speed settings range from 0.5x to 10x, and your preferred speed is remembered. Progress and achievements are saved on your device. The field guide lists comparable stats by tier and wave, with lore kept in its own section. Everything runs on the device without a network connection or telemetry.

First release: Oct 16, 2026, 10 total releases.

Most recent release: Oct 17, 2026.

Website

Appears in 1 app stack.

0 sats / 0 zaps received in the past year.

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Underlying data available via MCP: app_zaps, app_releases.

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Releases

  • Oct 17, 2026 0.12.0
    Quiet Bastion 0.12.0 Speed Manual 5x and 10x speeds join the existing options. Your preferred speed is saved across restarts and new games. Danger slowing and pause are unchanged. Real speed at 5x and 10x depends on device and load. Specialization The specialization graph is more compact; every role and skill choice stays clickable. Buy and Queue stay pinned below the scrolling details. Minus appears only when the selected choice is queued. Double-tap a graph node to buy it or queue a compatible plan. Double-tap a map tower to upgrade or rebuild it. Single taps select. Deeper choices can build on prerequisites already in the queue. Queue the prerequisite upgrades or skills first, then add the deeper choice. Tower upgrades Regular towers use one upgrade control. Center buys the next upgrade, while right plans the next projected queued tier. Left removes the last queued upgrade and hides when empty.
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    Queue The first otherwise-ready purchase now reserves credits until it is funded, so later cheaper purchases leave them untouched. Entries waiting on XP or wave gates may be skipped, so ready entries can go ahead of them. Prerequisites still apply and automatic repairs keep priority. Graph and list show saved credits and missing gates. The queue graph uses denser rows with readable connectors and the original global order. A pinned Delete control works from graph or list once an entry is selected and also removes dependent plans. Install 0.12.0 installs over 0.11.0 and keeps your progress.
  • Oct 17, 2026 0.11.0
    - Role branches and the Weapon, Structure, and Stealth skills now share one specialization sheet. Selecting an icon shows its description with numerical effects and exact requirements. - Specializations can be queued several steps ahead, before tier or XP requirements are met, and each runs when ready. Cancelling a plan also removes plans that depend on it. A prerequisite graph groups the queue by defender. Solid lines are real prerequisites and dotted lines show your chosen order. Dragging a group moves its whole plan without disturbing others. The # number is global purchase priority. - Tactical changes and funded purchases, including auto-repair, work while paused. Timers stay visibly frozen until you press Play. All tower actions sit in the main bottom bar, and the floating name and HP popup is gone. - Eight fresh ordinary maps replace the old 18-map picker, mixing short and long routes with separated entries and shared chokepoints. Relay defense also appears. The earlier layouts remain for existing runs and missions, and active worlds are unchanged. Balance on the new maps is provisional. - Towers use fixed-footprint Lucide glyphs with warm family accents and one action badge. Camera zoom now reaches 6x. - Tapping a named targeting preset applies it immediately to the current tower, and Save strategy does the same with your draft. Saving a preset to the library does not apply it. New towers inherit the last strategy applied to a tower. Existing towers keep their own settings. - Adaptive speed no longer slows every big wave for five seconds. It reacts to enemies nearing the gate and to damaged defenders under attack, then returns to your selected speed. - 0.11.0 installs over 0.10.0 with the same signing key, keeping saves and progression.
  • Oct 17, 2026 0.10.0
    - Specializations appear as connected Weapon, Structure, and Stealth icon lanes. A selected node shows its description and the exact credits, XP, tier, and prerequisites still missing. Owned, queued, available, and locked nodes look distinct. - Dragging a queue row moves the whole row under your finger, with an insertion marker, edge scrolling, and cleanup on cancel. Header and rows show current and projected tower level. Empty queues are highlighted. - 32 monochrome open-source Lucide icons that match the amber and black controls, with 48dp touch targets. Choice-ready towers get a separate marker. - Armor ranks cut siege damage by 25, 40, or 55 percent. Citadel now gains 35 percent innate siege reduction, which stacks multiplicatively with armor. - Change auto-repair while paused from the main bottom controls, or set it Off per tower. - Last targeting mode and ordered siege, healer, support, and armored priority groups with First, Last, or Strongest fallback. New towers use your last choice; each tower stays adjustable. - Field guide: 9 defenders including Mara and 10 enemy roles, comparable stats, reference tiers 1 to 10 for towers, enemy reference waves, and separate lore. - Three new maps: Commons Ring, Split Key, Last Mile (18 total). - Installs over 0.9.0, intended to keep saves and progress.
  • Oct 17, 2026 0.9.0
    Changes since 0.8.0: - Specializations: All eight stationary tower families keep their legacy branches and gain Weapon, Structure and Stealth paths. Each family has nine visible choices, and a tower can learn up to six. Tier and tower XP make skills available, and credits buy them. XP is never spent, and learned skills survive XP loss. Connected foundations lead to either/or finals, and each choice shows its numerical tradeoffs. - Stealth: Veil hides a tower from siege even while it fires, at a cost of 15% damage and 20% longer intervals between shots. Repairs and downtime expose it unless the tower has Shrouded Workshop, which sacrifices 10% HP. Quiet Servos instead reduces Veil's interval penalty to 10%. The two final stealth choices are mutually exclusive. Wrecked and recovering towers are always exposed. On the map, S marks a hidden tower and ! marks an exposed one. - Reset: A paid reset clears a tower's skills without refund. It is available when no enemies are on the field and the tower has no queued plans or maintenance. - New skills and attack animations are provisional. - Building: A compact two-row top bar; context actions below the map. Free tiles show tower choices; previews explain each role and list damage, HP, range, fire interval and mechanic stats. Previewing costs nothing; Place confirms. Mara deploys from the visible map with a separate ground choice. - Queue: Eligible, affordable purchases while paused happen immediately; unaffordable plans stay queued. Branch cards show every option's cost, description and stat changes, and let you switch towers. Rows have drag and delete controls and show levels like current 2, queued 3→4. Do next promotes a purchase with its earlier steps. Plans waiting on a wave or prerequisite let other defenders proceed. Session payment history shows actual order, collapsed by default. - Repairs: Automatic repairs now come before queued purchases, active or paused, and fresh settings enable them at 30% HP. Saved preferences, budget and reserve still apply; repairs still take time. Existing opt-in wreck recovery is now labeled Auto-rebuild destroyed towers. - Field: Distinct attacks and silhouettes for eight tower families, clearer Mara and enemy art, upgrade and branch badges, reduced motion support.
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    - Maps: Firewall Breach, Airgap Islands and Mesh Exchange (15 total), with provisional balance. - Controls: 48dp minimum buttons and one warm-on-black palette.
  • Oct 17, 2026 0.8.0
    Quiet Bastion 0.8.0, released October 17, 2026, brings eight tower families, ten enemy roles and refined touch controls. Towers: Lance fires an armor-piercing line shot, Pulse deals splash damage and slows, Coil chains lightning, and Shredder fires rapidly at short range. Each new family has two roots and four terminal specializations, and climbs to ten tiers in Endless. Mission, Expedition and special missions cap paid tiers at six. Foes: fast, fragile Summons Riders; plated Ledger Guards; Roll Bearers, whose aura makes nearby non-bearers move 25% faster, with overlapping auras counting once; and Forfeit Sappers, which attack structures at short range. Maps and missions: Quarry Gate, Twin Causeway, Lantern Court, Relay Narrows and Broken Orchard bring Mission and Endless to twelve maps, with route previews in the picker. Eight special missions add fixed contracts and separate completion, each with its own authored wave plan and equipment rules. Twelve new awards, given as recognition without extra XP, bring the total to 23. Controls: pause, speed, queue and next wave sit in a compact top bar. Bottom contextual controls handle placement previews, upgrades, armor, targeting and branches, with exact prices.
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    Queue: items show target, cost and state, and reorder by drag or one-tap Top and Bottom. Opt-in saved auto-recovery queues a wreck restoration once. Rendering: normal rendering targets 30 frames per second. The optional battery saver targets 20 animation frames per second during active play and keeps your selected game speed. Home, preparation and paused screens draw on demand, rendering stops in the background, and the map skips drawing behind opaque pages.
  • Oct 16, 2026 0.7.0
    Quiet Bastion 0.7.0 refines setup, battlefield controls, building and the purchase queue. Setup - Remembers your last mode, map or Random, difficulty, maze and doctrine. Random stays Random and resolves from the final seed when you press Start. - Route and layout previews for all seven Mission and Endless maps. Expedition keeps its fixed two-stage route from Pine to Basalt. Battlefield - Status, battlefield and action areas keep fixed regions through waves and status changes. - On normal layouts, branch choices appear inline and you can tap another visible tower to inspect it. Small screens and large font sizes use full-page primary controls. - Stronger selection outline; higher-contrast labels with tower identity, tier and HP.
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    - Pinch to zoom and drag to pan, out to the full map. Building - Pick a tower in the toolbar and tap a legal tile, or tap free ground and choose a priced tower for that tile. - Distinct Buy now and Queue labels; toasts and long-press tooltips are removed from buttons. Queue - Runs eligible purchases you can afford in priority order and skips waiting purchases for other defenders. Each defender's upgrades keep their prerequisite order. - Rows show target or tile, cost, stat changes and wait reason. Drag to reorder; Top moves an item forward along with its prerequisites. - While paused, you can place, upgrade, repair and run eligible queued purchases. Other - Clearer Restart, save and exit, and end-defense controls; Restart asks for confirmation. - Idle Home, preparation and pause screens redraw on demand, and background timers and rendering stop.
  • Oct 16, 2026 0.6.0
    Quiet Bastion 0.6.0, changes since 0.5.0: - Warm amber and red palette on black, with brighter route edges and stronger terrain contrast. - Compact tower inspector with a targeting dropdown (First, Strongest, Siege, Support). - Paid builds preview on the ground and need Build or Queue confirmation. Cancel exits placement. - Three fixed rows of bottom controls. - Queue: Top moves a purchase forward with its prerequisites. Funded entries process while paused. - Pace slows only for low-health towers under siege. Big waves open with five seconds at 1x. - Zoom 1x to 3x, drag to pan, Full map resets. - No economy changes.
  • Oct 16, 2026 0.5.0
    Quiet Bastion 0.5.0 - Seven maps, including Pine Relay and Basalt Works. Random is the default map selector. Home now puts Play first. - The field is mostly pure black for AMOLED screens, with roads that stay easy to read. Each tower tier adds visible structural equipment, and hero and enemy animations are clearer. - Your 20 lives are shown on screen. Pause stays on the HUD, and while paused you get a clear overlay with Resume in the center. The game pauses when it goes to the background. When you return, it resumes only if it was running before. If you paused it yourself, had a menu open or it was held for danger, it stays paused. - Targeting, repair and armor controls are grouped more tightly. Sheets size to their content, and explanations are optional. - Every paid tier adds 0.25 tile of range. Branches are optional all the way to Endless tier 10. Each branch choice compares the top path (focus) with the bottom path (coverage/speed) in the same layout, with exact numbers. - If you can't afford something yet, it joins a first-in, first-out queue that you can cancel. - Optional 25% siege armor. Auto repair can be set per tower to Off, 30%, 50% or 70% and uses your actual funds. - Recovery now costs 35% of tier and branch value, down from 70%. Rebuilding works the same as before: 8 seconds, back at 60% health, then 2 seconds of warmup.
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    - Big waves are flagged ahead of time (2 waves out, 1 wave out, next). Optional settings cap speed at 1x before and during big waves and stop early auto-call before them. Dynamic speed slows the game when towers are near critical. Your settings are remembered. - Mara is visibly active in combat and has five paid training ranks. - Your roster still carries its identity, XP, upgrades and health into the second campaign map, and you can still reposition it for free. This is now easier to find with the Roster N shortcut. New in 0.5: you can place remaining reserves during combat, and Basalt Works grants 300 arrival credits once. The campaign is still two stages, and global waves 13–24 are harder. - Run records track high score, best 10, latest 100, effective damage by family and achievements. Damage history from earlier versions can't be reconstructed. - Game Over is now fullscreen, with Retry, Switch map and Home. - A new visual field guide covers roles, stories, optional branches and upgrade timelines. - Same production key and package as 0.4, so 0.4 upgrades in place. - Still offline and MIT licensed. No network permission, accounts, ads or analytics.
  • Oct 16, 2026 0.4.0
    # Quiet Bastion 0.4.0 Quiet Bastion is an offline portrait tower defense game for Android. It has no network permission, ads, accounts, or analytics. Version 0.3 was a private build, so this is the first public release to include the Endless expansion. ## Endless and modes - Endless is now the default mode on the home screen and no longer ends at wave 25. - Mission (finite) and the two-stage Expedition are still available. - Maps: Pine Relay and Basalt Works, each with an optional Maze. ## Late waves
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    - Elite packs appear from wave 25. On Standard and Veteran, later waves also have more enemy health and shorter spacing between groups. - New: Menders heal nearby allies, from wave 26. - New: Wardens give nearby allies armor that does not stack, from wave 28. - New: Commander bosses arrive every 10 waves, from wave 30. - Support targeting prioritizes Menders and Wardens. ## Towers - Four families: Watchpost (single target), Mortar (splash), Relay (slow), and Citadel (expensive stationary splash, available from wave 12). - Each family branches at tiers 2 and 4, for 16 final paths. - In Endless, towers have up to 10 paid tiers. Tiers 7, 8, 9, and 10 require 25, 30, 35, and 40 completed waves. - At tier 10, a tower can buy up to 20 mastery ranks split between Power and Fortify. The first rank requires 40 cleared waves, and each further rank requires 5 more. - Kills and assists earn damage experience. Surviving hits and being repaired earn resilience experience. - Critical neglect reduces earned experience. Paid upgrades are always kept. ## Mara - Mobile hero, available for paid deployment from wave 6. - Five paid training ranks, gated between 10 and 50 completed waves. - Recovers health while more than three tiles from any enemy, once 5 seconds have passed since she last took damage. ## Interface - Selected tower and branch controls stay open when a wave is called. - Upgrade buttons stay in a fixed position. - Each tower's target strategy is visible. - Enemy count is shown. - Compact role forecasts and counter hints for upcoming enemies. - The basic build selector appears only at the bottom of the screen. Tap the map to place the selected tower. - Auto-call starts the next wave once a set percentage of the latest wave's enemies has been destroyed. You can adjust the percentage during a run. - Next wave resumes play when the game is paused. ## Upgrading and saves - An installed 0.2 production release updates in place to 0.4.0 and keeps its local save. - Earlier private preview builds were signed with a different key and cannot be updated in place to this release. - Save content version 1 is migrated to version 2 automatically. - Balance has changed, so replays recorded on earlier versions may not play out the same way. ## Testing - 147 unit tests pass. - Independent reviews passed. - The signed 0.2 to 0.4.0 production upgrade and a cold restore were checked on an Android emulator. - Two synthetic 10-minute stress runs with up to 240 enemies were run at 1x and 3x speed. ## Source Quiet Bastion is open source under the MIT license: https://gitworkshop.dev/npub1tw0jmfkj7kxfx2r87zys9mgjxnvm62x58h3ffy34kl4fahkcz8aslzlekm/relay.ngit.dev/quiet-bastion Get it here: https://zapstore.dev/apps/org.quietbastion.game
  • Oct 16, 2026 0.2.0
    Quiet Bastion 0.2.0 (code 2), first public release - Requires Android 8 (API 26) or newer; targets API 36 - Every tower family has six paid tiers, with a primary choice at tier 2 and an evolution at tier 4; 16 final paths in total - Citadel can be built from wave 12; Mara is available for paid deployment from wave 6 - Tower conversion removed: Move relocates a tower, and changing to another family means destroying it and building the replacement - Combat XP from kills and assists grants up to 20% damage; separate resilience training from damage survived and hostile damage repaired grants up to 15% - Critical neglect removes 5% of current XP and training after 60 combat seconds, then 5% every 30 seconds; destruction removes 25%; paid tiers and branches stay; decay stops while the game is paused or closed - Early auto-call: Off, 50, 75, 90, or 100% destroyed, adjustable during a run. It fires once at least 10 active seconds have passed since the previous launch, all previous spawns have emitted, safety checks pass, and fewer than two waves are active. The normal 60-second schedule runs independently - Manual early calls pay up to 40 credits - Remaining enemy counter includes pending spawns
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    - Calling the next wave overlaps the current one and resumes paused play - Tower action buttons keep fixed positions when a wave is called; stats show before placing - Retry after a win or loss replays the setup from the start with your current profile - Standard brings tighter formations from wave 12 and Veteran from wave 8; both add enemy health growth after wave 20 Known: sound and music are absent from this build. Fresh installation, tower combat, wave/branch controls and cold resume checked on Pixel 6a, API 37.