What the tree is
The skill tree is the game’s only progression system. The store describes it as “over 170 upgrades” spent on four kinds of purchase:
- Unlock a turret (there are seven).
- Unlock an ability (there are four).
- Make a turret or ability stronger (the stat nodes).
- Pick a build for each turret (two builds per turret).
The trailer’s tree also has a BASE node and a REINFORCE node, plus a web of small stat nodes around each turret. The exact function of BASE and REINFORCE is not documented; they look like core and defence upgrades.
The three currencies
| Currency | Icon in the UI | What it buys | Where we saw it |
|---|---|---|---|
| Basic | White circle | Stat nodes around turrets | Nodes priced 40–721 Basic in the trailer |
| Clear | Blue triangle | Turret and ability unlocks, some build nodes | Laser 2 Clear; Frost Wall 1 Clear |
| Perfect | Gold star | The stronger build nodes and high-end upgrades | Build diamonds priced 2–3 Perfect |
The level-select screen in the trailer shows a running total — BASIC 60, CLEAR 1, PERFECT 0 — which is a snapshot of that save, not the starting grant. We do not know the starting values or the earn rates.
The tree layout
Reading the trailer’s skill tree left to right:
- BASE sits on the left, wired to the starting AUTO turret.
- FLAME and TESLA branch upward from the centre.
- LASER sits in the middle, with the FAN and MORTAR below it.
- BLACK HOLE is the far-right turret, the late unlock.
- FIREBALL, FROST WALL and LIGHTNING are ability nodes, with a fourth ability node at the bottom.
- REINFORCE is a separate node below the turret cluster.
The wiring matters: a node must be connected before you can buy it, and the tree is wide. You cannot rush the Black Hole without buying the path to it.
Costs we can read
These come from the trailer’s UI. They are the only numbers we have, and the launch build can change them:
| Node | Cost |
|---|---|
| Laser turret | 2 Clear |
| Frost Wall ability | 1 Clear |
| A stat node near the start | 40 Basic |
| Mid-tree stat nodes | 110–420 Basic |
| Late stat nodes | 670–721 Basic |
| A build diamond | 2–3 Perfect |
| An upgrade diamond | 1 Perfect |
The pattern is clear even with the gaps: Basic is the bulk currency, Clear is the unlock currency, Perfect is the commitment currency. Do not spend Perfect on a turret you have not played.
A sensible spending order
- First 2 Clear → a second turret. The Laser is the confirmed 2-Clear option and gives you a long-range answer the Auto cannot.
- Next 1 Clear → Frost Wall. An emergency block is worth more than a small damage node when a bank collapses.
- Then Basic into the turrets you actually field. Put points into the two or three turrets in your standard opener, not into everything.
- Perfect last. Save it for the build of a turret you have tested in several maps.
- Only then chase the far-right nodes. Black Hole and the late stat nodes are for a built-up save, not a first run.
If you prefer a damage-first style, swap steps 1 and 2: Laser first, Frost Wall second. Do not skip both for stat nodes; that is the mistake the demo’s difficulty punishes.
What the tree does not tell you
- How many points a level awards, and whether challenge/horde pay more.
- Whether there is a respec or refund.
- What BASE and REINFORCE actually upgrade.
- Whether the tree expands at launch.
- The cost and effect of the Black Hole path.
The store’s “170+ upgrades” is the only count we have. The launch is November 13, 2026; we will update this page from the release build rather than fill the gaps with guesses.
Related
- All seven turrets — what each unlock gives you.
- The four abilities — what the Clear-priced ability nodes do.
- Tower builds — what the Perfect-priced diamonds change.
- Beginner guide — the spending order in context.
