How Pixel Bastion works
Pixel Bastion (像素守护塔) is a bright pixel roguelite defense game that runs in the browser. You guard a central bastion while monsters close in from every side. A run lasts six minutes and ends with a boss, the Ruins Treant. There is nothing to steer and nothing to aim at: your weapons pick their own targets, experience is collected for you, and the only decision is what to upgrade. Kills also drop gold, and gold pays for defensive towers: tap a glowing platform along the lanes to raise a sentry, cannon, frost or thunder tower, take it to level three or recycle it for a refund. Gold bags, repairs, runes and tower cores fall as loot and are tapped to collect, and the boss always leaves a relic, a permanent upgrade for that run. When a level-up card appears the battle pauses, you pick one of three options, and the fight continues.
Between runs you spend the star dust you earned on permanent upgrades, and unlocks open extra starting weapons such as the returning blade and the orbital sprite. A build can hold up to three weapon families at five levels each, and filling a family triggers an evolution such as the fission fireball, the thunderstorm or the thousand-blade cyclone. Generic upgrades stack attack, attack speed, critical chance, area, health and regeneration. Cards marked recommended flag the option that suits your current setup, so a first run does not need a spreadsheet.
Controls
Click or tap the menus: start the battle, open the meta screen to spend star dust, or read the in-game rules. During a battle there is nothing to hold down. Sound volume, screen shake and effects are set from the title screen or the pause overlay, and pause sits in the top-right corner of the battle HUD. Mobile works in portrait or landscape; on a desktop the arena scales to the panel, and the game keeps running inside its own frame.
How it differs from other tower defense games
This is not a lane defense where you drag turrets onto a map and watch a path. There is no maze building and no route planning. It plays closer to an auto-battler: everything fires by itself and the decisions are the upgrade cards you take under pressure. Nor is it a stage-by-stage campaign. Each run is one six-minute stand against a boss, and progress carries over as permanent upgrades rather than a level list. The pixel art is bright instead of grim, the interface follows the site language, and the build is self-contained: no ads, no account, no download.