// Overlays
Co-op

Tower Defense Twitch Overlay

The whole chat defends the reactor together, wave after wave.

A chat-driven co-op tower defense: enemies travel along fixed but per-wave reshuffled paths to the reactor in the center, and up to ten viewers build towers from a shared gold pool to stop them. With a coordinate grid so everyone sees exactly where they're placing.

Whole chatNo stakeOBS Browser Source
Live!join
Tower Defense
Preview coming
Tower Defense Twitch overlay: wave 7, core full at 100 HP, 1,850 gold, towers on the grid, team leaderboard.

What this overlay does

// In short

The gold belongs to everyone, so every tower gets an argument. Enemies stream along fixed, orthogonal paths toward a shared reactor in the center of the arena, gathered through a funnel just before it. The paths stay the same for one round but are reshuffled every wave, and their number grows with the wave, so no two rounds look the same. Up to ten viewers share a gold pool and build their weapon towers on the grid squares with !set. A coordinate grid with letters and numbers along the edge shows everyone exactly where they're placing. There are six tower types with three tiers each, from the cheap pistol through MG, shotgun and frost to rocket and tesla with chain lightning. Slain enemies pay gold back into the pool, which the team uses to fund the next line of defense. Every wave gets bigger, faster and tougher, and every fifth wave sends a boss. Between waves a build phase runs with a large countdown bar, in which the paths of the coming wave are already visible so the team can plan deliberately. A build board shows the exact upgrade command, the cost and who built it per tower. If the reactor HP drops to zero, the round is over. Runs with internal gold with no bot at all, an optional reward goes through your loyalty bot. Survives any OBS reload.

Features

// What's inside

01Co-op for the whole chat, up to ten players share a gold pool
02Fixed but per-wave reshuffled paths that gather into a funnel before the reactor
03The number of paths grows with the wave, the next wave is already visible in the build phase
04Coordinate grid with letters and numbers along the edge, so everyone finds their square
05Six tower types with three tiers each: pistol, shotgun, MG, rocket, frost, tesla
06A boss every five waves, enemies get bigger and faster wave by wave
07Build board shows the exact upgrade command, cost and owner per tower
08Internal gold, no bot needed, optional reward via your loyalty bot
09Large countdown bar and auto-scrolling panels, readable straight from the stream
10Survives any OBS reload, team, towers, gold and wave are kept

How a round works

// Step by step

01
Viewers join the team with !join, which opens the lobby and starts wave 1 after a countdown
02
With the shared gold the team builds towers with !set <weapon> <field>, in the build phase and during a wave
03
Slain enemies pay gold back into the shared pool
04
Every wave gets bigger and faster, every fifth wave brings a boss
05
If an enemy reaches the reactor it costs core HP, at zero the round is over

Chat commands

// What your community types

CommandWhoEffect
!joinViewerJoin the team, opens the lobby if no round is running
!set <weapon> <field>ViewerBuild a tower, for example !set mg b3, without a weapon the default one
!upgrade <field>ViewerUpgrade the tower on the field, up to tier 3
!sell <field>ViewerSell the tower, returns 60 percent of the investment
!startModSkip the lobby or build countdown and start the wave immediately
!skipModCut the build countdown short and start the next wave
!endModEnd the round and reset to idle

Key settings

// What you tweak in config.js

maxPlayers
Maximum number of players in the team (default 10)
gridCols / gridRows
Size of the arena in fields (default 13 x 8)
startGold
Starting gold of the shared pool
coreHp
Hit points of the reactor
buildTimeSec
Length of the build phase between waves in seconds
lobbyCountdownSec
Countdown of the lobby before wave 1, 0 waits for the mod
maxRoutes
Upper limit of simultaneous paths, grows with the wave
showRoutes
Show the paths and entry portals
arenaScale / uiScale
Size of the arena and the control interface

Screenshots

// From the overlay

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