Vault Maker
The vault you designed goes public only after you break into it yourself. A defense game where the builder and the thief are the same person.
About this game
Most tower defense games leave you <b>watching</b>. Here you get the other half: once you build a vault, you become the thief and <b>have to break into your own design</b>. Fail, and it never goes public.
That one rule solves four problems at once. Maps never run out (people make them), there is no passive stretch, building and breaking sharpen each other, and <b>an unbeatable vault cannot exist</b> — a wall-spam vault defeats its own author.
Five security devices, and <b>none of them does anything alone</b>. Cameras only mark; they never hurt. Lasers only fire at what has been marked. Guard dogs bite only slow targets, so you need a locked door to make someone slow. No manual needed — the relationships are visible on screen.
Six thieves with <b>no overlapping roles</b>: the ghost is invisible to cameras, the locksmith never stops at doors, the acrobat never triggers pressure plates. Glass floors break under <b>fast</b> thieves only — the one place where being slow is an advantage.
A <b>36-vault campaign</b> across six chapters, each vault teaching one thing. The first few intentionally <b>kill nobody</b> — to show that cameras alone cannot stop you, nothing must actually stop you.
The whole screen is a <b>blueprint</b>: no sprites, no models, everything drawn with lines and shapes. For a vault schematic that is not a style choice, it is the setting.
Difficulty was not eyeballed. Every vault is auto-played with nine team compositions to measure how many get through; if all pass or none do, it gets retuned. <b>None of the 36 is unbeatable.</b>
Your own vault travels as a <b>single 104-character code</b> — no server, no account. Export stays locked until you have proven it.
Built entirely with AI in September 2026 — rules, vault generator, balance tooling and all 36 campaign vaults.
How to play
- Click a thief on the left to <b>hire</b>, click again to <b>send them in</b> — within budget
- One thief reaching the vault (◆) wins. Send everyone at once and they get wiped at once
- You can hire and intervene <b>while paused</b> — reaction speed is not the skill being tested
- One intervention per run: blackout (electric only, 3.5s), breach (one wall), decoy (lure the dog)
- In 🔨 design mode, <b>drag</b> to paint walls. Paint the same thing again to erase. Walls cost budget too
- Once built, you must <b>break into it yourself</b> to unlock export. Change one tile and the proof is void
💾 Your progress is saved automatically in your browser — close the tab and your world will be here when you return.
Save data & moving to a new computer
Your world is saved automatically in this browser on this device (localStorage). There is no account or server — a different browser or a different computer starts with a fresh world.
To back up or move your world: open the game menu (press ESC) and click “💾 Export Save”. A single .json file is downloaded containing everything — the world seed, every block you changed, and your quest progress. On the new computer, open the game and click “📂 Import Save”, then choose that file.
That one .json file is all you need to migrate. Keep an export as a backup: clearing the browser’s site data (cookies/cache cleanup) also deletes the save.