
Ten towers. Fourteen bloons. Fifty rounds. Then it gets serious.
Bloon Blasters is a pixel-art tower defense game. Endless waves of balloons — bloons — snake along a track toward your lives, and you stop them by buying and upgrading towers along the way. Ten towers, each with two upgrade paths, answer every threat the bloons throw at you: camo, lead, ceramic armour and giant blimps. Clear 50 rounds to beat a map, then push into endless for the leaderboard. Four hand-drawn tracks each keep their own high-round board.
It always starts with a slow red bloon and a single dart tower, and it always ends with blimps the size of the screen. Every round sends a scripted wave down the track; survive it and you bank a little cash and the next, harder wave loads. The bloons never stop coming — the only question is how many rounds you last.
Bloons aren't just faster as they get tougher — they get RULES. Black shrugs off explosions, white can't be frozen, purple ignores energy, lead laughs at darts, and camo bloons are invisible to almost everything. Winning is less about raw firepower than about having the right tool pointed at the right bloon.
Cash comes from popping. You spend it on towers and their upgrades, on money-printing Honey Hives, and on a Garden Totem that buffs everything around it. A good board is a machine: a farm in the back, a totem in the middle, and a ring of specialists covering every colour that can come down the track.
Figure Eight, Serpentine, The Ring and Switchback each bend the track differently — and each keeps its own leaderboard for the highest round you reach. Clear a map's 50 rounds to unlock the next; then keep going into endless to climb the board.
Popping bloons earns XP, and XP raises your account level, which unlocks new towers — from the Night Owl at level 2 all the way to the absurd Radiant Warden at level 9. Rare golden bloons pay out a burst of cash and XP when you catch them, so it pays to leave nothing un-popped.
Dart FrogYour first line of defenceHEROThe $190 starter tower and the backbone of most early boards. Cheap, reliable, and pops everything except lead. Upgrade it into an eight-shot Fan Frog or a lead-splitting frenzy machine and it stays useful for a surprisingly long time.
Radiant WardenThe endgame towerALLYAbsurd fire rate, absurd price. At $2700 and level 9 it's the last tower you unlock, firing a near-continuous stream of lead-popping energy. Its Trinity path even sees camo. It ends arguments.
The Blimp (M.O.A.B.)First appears round 49BOSSA flying fortress with 200 HP that can't be frozen or slowed. Chip it down and it bursts into four Ceramics — which each burst into more. Bring concentrated single-target damage (Night Owl, Bomb Beetle's Blimp Buster) or it walks right through you.
Blimp IIThe round-50 finaleBOSSThe big one: 700 HP, and it splits into FOUR full Blimps. Two of them close out round 50. If your board can't delete this, your run ends here.
Pick a tower from the panel and drop it beside the track (not on it, not on another tower). Click a placed tower to buy upgrades. Every tower has TWO upgrade paths of four tiers each — but you can't max both: once one path is deep, the other locks partway, so every tower is a choice.
There are four damage flavours — sharp (darts, quills), blast (bombs), energy/plasma (firefly, warden) and frost (freezing). Bloons are immune to specific ones: black to blast, white to frost, purple to energy, lead to sharp. Match your towers to the wave or bloons leak through.
Camo bloons are invisible unless a tower can see them (Night Owl natively, or a Garden Totem with Keen Aura). Lead needs bombs, energy or a lead-splitter upgrade. Ceramic has an armoured 10-HP shell, and blimps are huge HP sponges that split into ceramics. Later rounds mix all of these together.
You start with $650 (on Normal) and earn cash by popping. Consecutive pops build a COMBO that multiplies your cash up to x2.5 — but a single leak resets the streak. Perfect rounds pay a bonus, Honey Hives farm income between rounds, and interest upgrades grow your bank. Golden bloons drop a jackpot of cash + XP.
Bloons that reach the end cost you lives (150 on Normal); hit zero and it's game over. Clear 50 rounds to win a map, after which it flips to ENDLESS freeplay (cash halved) for leaderboard climbing. Difficulty sets your lives and prices: Easy (200 lives, cheaper), Normal (150), Hard (100 lives, pricier).
Some waves carry a twist. CAMO bloons hide from most towers. REGROW bloons heal back up their tiers over time if you don't finish them. FORTIFIED lead, ceramic and blimps arrive with double HP. Read the wave banner before you press START.
Ten towers, unlocked by account level. Each has two four-tier upgrade paths (you can only fully commit to one). Prices shown at Normal difficulty.
Every bloon pops into the ones before it, so a single ceramic is really a whole rainbow of trouble. Immunities decide which towers can touch it.


Each track keeps its own high-round leaderboard. Clear a map's 50 rounds to unlock the next.
| Track | Vibe | Difficulty | Note |
|---|---|---|---|
| Figure Eight | the classic | ★☆☆ | Two crossing loops — the tutorial map. |
| Serpentine | long and winding | ★☆☆ | A long S — lots of track to line up shots. |
| The Ring | short track, no mercy | ★★★ | A short loop; bloons reach the exit fast. |
| Switchback | tight corners, big value | ★★☆ | Rows 60px apart — one tower covers two lanes. |
The whole game in one table: what each tricky bloon ignores, and what actually pops it.
| Bloon / Trait | Shrugs off | Pop it with |
|---|---|---|
| Black | Explosions (blast) | Darts, quills, energy, frost |
| White | Freezing (frost) | Darts, bombs, energy |
| Purple | Energy / plasma | Darts, bombs, frost |
| Zebra | Blast + frost | Darts, quills, energy |
| Lead | Sharp (darts) | Bombs, energy, fire quills, lead-splitters |
| Camo (modifier) | Most towers can't see it | Night Owl, or a Totem with Keen Aura |
| Regrow (modifier) | Heals its tiers back | Kill it fast, all the way through |
| Fortified (modifier) | — | Double HP on lead/ceramic/blimp; bring more damage |
| Mode | Lives | Tower prices |
|---|---|---|
| Easy | 200 | ×0.85 (cheaper) |
| Normal | 150 | ×1.0 |
| Hard | 100 | ×1.1 (pricier) |