Structures are stationary defensive buildings. They cannot move but attack automatically. Structures must be destroyed in order to access the Castle.
One Arrow Tower guards each team's mid-lane approach. It must be destroyed before attacking the Castle is viable — otherwise the Tower will shred any attacker staying in range.
cannonball projectiles at one target at a time. Projectile speed is 25 units/tick. Rendered as a pointy-roof stone turret from the Realm Tileset, with separate team-colored variants (tower_blue.png / tower_red.png, native 56×108, drawn 130×250). Collision radius 45.Towers choose their target based on a strict priority order:
| Team | Tier | Position | Notes |
|---|---|---|---|
| Blue | T1 (forward) | x=2200, y=1850 | Mid-lane outer defence |
| Blue | T2 (inner) | x=1500, y=1850 | Between T1 and nexus |
| Red | T1 (forward) | x=3300, y=1850 | Mid-lane outer defence |
| Red | T2 (inner) | x=4000, y=1850 | Between T1 and nexus |
[NOT YET IMPLEMENTED] Top and bot lane towers. T1→T2 chain ordering (T2 attackable only after T1 falls). Inhibitor towers (T3) and inhibitors.
The Nexus is each team's primary base structure and win condition. Destroy the enemy Nexus to win the match. The Nexus shoots cannonballs at any enemy in range. Rendered as the church-style three-tier building from the Realm Tileset, with separate team-colored variants (castle_blue.png / castle_red.png, native 114×161, drawn 220×310). Collision radius 75.
| Team | Position | Spawn Point |
|---|---|---|
| Blue | x=800, y=2000 | x=920, y=2000 (in front) |
| Red | x=4700, y=2000 | x=4580, y=2000 (in front) |
When a Castle is destroyed: