Circuit Keep Demo
About this game
This is the free demo for Circuit Keep. It is the opening of the campaign, and it plays like the full game.
In Circuit Keep, your towers don't block anything. A wave spawns. Enemies pathfind straight across the grid toward your CORE. They walk over every module you placed. The only thing that makes them change direction is a wall. So you build the maze, line it with firepower, and force every wave down a path you chose.
Then they start pushing back.
WHAT THE DEMO INCLUDES
The opening levels of Act 1, played start to finish. Six module families unlock one at a time: CHARGE NODE, PULSE DRIVER, FIREWALL, BURST EMITTER, JAMMING FIELD, and CHAIN ARC, each with two branching upgrade paths you can switch any time.
INTRUSIONS THAT FIGHT BACK
Four intrusion families push into your maze, and each one breaks your defenses a different way.
BYTE and SWARM arrive in a flood and dare your maze to hold the line. PHANTOM cloaks itself so your guns barely scratch it, and you have to peel the cloak away before it reaches the core. DAEMON is a heavy that soaks everything you throw and keeps marching, so you learn to stop it in its tracks and finish it off.
No two waves play the same way.
TOOLS TO FIGHT BACK
FOCUS FIRE: Mark any intrusion with a crosshair and every module in range locks onto it immediately.
OVERDRIVE: Permanently boost the damage of an entire module family.
OVERCLOCK: Speed up your economy, cooldowns, and modules for a short window when you need it most.
RESEARCH GRAPH: Struggling? Spend permanent upgrades between attempts. Cleared a level? Switch it to HARD mode and try for a tougher star.
BUILD YOUR MAZE
Place FIREWALLS to reroute intrusions exactly where you want them. Your modules run on power, so placement matters as much as firepower. Every wall, every turn, every module position is a decision.
THE FULL GAME ADDS
The demo is the on-ramp. The full campaign carries the same build every wave, no fixed loadouts and no RNG drafting, all the way through:
Three acts and 40+ hand-crafted levels that introduce each module and intrusion one at a time.
12 module families in all, from cluster splash to chaining electric arcs, each with two payoffs you switch between.
12 intrusion families, 7 elites, and 3 bosses. PHASE slides through your walls, HOPPER vaults over them, BREAKER eats them, and the KERNEL boss forks child intrusions to hit you from every angle.
Four damage types (KINETIC, THERMAL, ELECTRIC, CORRUPTIVE) with status effects that stack and combine.
ENDLESS mode with everything unlocked, for when you want to see how far you can go.
Wishlist Circuit Keep to keep going after the demo.

Your towers don't stop anything. Enemies walk straight over them. The only thing that turns them aside is a wall, so you build the maze yourself. Then the intrusions start fighting back. PHASE slides through your walls. HOPPER vaults over them. BREAKER eats them. You built the maze. Now defend it.