Island Siege
Defend your silo. Forever.
Island Siege drops every team onto their own private world with a walled-in base and a rocket silo at its center. There's no research tree to "win" and no final boss — just endless, ever-growing waves of biters coming for your silo. The only question is how many waves you can survive, and for how long.
How it works
- Join a team from the starting lobby. The first player to join builds that team's base on the spot — walls, ore patches, a supply chest, and the silo you're defending.
- Waves arrive on a fixed timer and scale up over time: more enemies, then bigger ones, then the really nasty stuff. The wave ring always spawns a fair, fixed distance beyond your walls — and if you expand your base outward, the ring expands with it.
- Lose the silo and that team's run is over. Everyone else keeps playing.
- No teams are set up until someone actually joins them, so the mod costs nothing if you only ever use one team.
Built for multiplayer
- Up to 6 independent teams, each with their own base, force, waves, and score — teams can never reach or interfere with each other.
- A lobby where players pick their team, see who's already there, and how each base is doing.
- Team management: lock your team, rename it, and pick a custom color with live RGB sliders.
- A "Friendly" system — two teams can mutually agree to be friendly, which lets them view each other's bases and see each other's research finish. Nothing is shared unless both sides opt in.
- Offline protection: if nobody on a team is online, that team's wave timer freezes instead of piling up a wave for whoever logs back in first.
Space Age support
If you have Space Age installed, each team gets its own complete solar system — their own Vulcanus, Gleba, Fulgora, and Aquilo, reachable through completely normal rocket and space platform travel. Nothing shared, nothing to bump into: every team's planets are fully separate copies, right down to the research needed to unlock them.
Waves follow you off-world too — set foot on another planet and, once you've settled in, the biters (or whatever that planet throws at you) start coming for you there as well.
Minigames
Every so often (interval configurable, and everyone can opt in or out individually), the action pauses for a quick side event:
- Killing Freak — teleported to a private, walled arena with a submachine gun and 400 rounds, fight off indestructible biter nests for a fixed time. Most kills wins. Die and you respawn instantly with the same loadout — nothing here touches your real base or character.
- Memory Game — a classic tile-matching puzzle, fewest tries wins.
- Resource Rush — whichever team produces the most of a randomly picked item in the time limit wins. Play continues as normal; nothing about it requires leaving your base.
- Reaction Race — click the button the instant it appears, three rounds, fastest average reaction time wins.
A live scoreboard shows standings while a minigame is running, so spectators can follow along too.
Admin controls
Everything about the run is adjustable without editing settings files:
- Wave timing, size, and difficulty thresholds
- Number of teams (raise it any time; lowering it only works if nobody's using the teams being removed)
- Minigame interval
- What's in the starting supply chest — add or remove items by hand, or just copy your own inventory in as the new default
Notes
- Space Age is optional. Without it, each team still gets a fully private world to defend — you just won't get the multi-planet layer.
- Designed for both solo play and full multiplayer servers alike.