Outpost 60

The outpost won its last battle. Barely.
The defenses lie in pieces and the creatures are coming back.

outpost60-opt.gif
OUTPOST 60 is a modular defense game where you don’t aim: you build the machine that aims. Patch radars into guns, cannons and mortars, route signals through logic modules, keep your generators running, and watch your contraption hold the line (or not).

- 12 missions, 21 modules, 6 kinds of mutants
- Every wave can be beaten in more than one way
- Save your circuit as a PNG (C) or the last 10 seconds as a GIF (G) so you can share your progression !

Best played with a mouse and a keyboard. Click once on the title screen to turn the sound on. Press H in game for help.

The "old tech" feel is also present within the project itself, where I've simulated a framebuffer just like in the old days of CPU rendering. There’s also a strong Pico8 vibe, which help a lot not having to dig some questions.

Made in 72 hours for Ludum Dare 60 (theme: Old Tech).
Game by yourykiki, music by Callio.
Using pico8 palette and font

If you need some handholding, I've added the Quick start section below. Also, don't skip the briefings, they contains hints about the ennemis that will attack ! You can re open with key (B).

Quick start


The rack and the cables


Every module has ports at the bottom. Drag from one port to another
to plug a cable; right click a port to unplug it. Hover a port to read
its name.

A port's color tells what it carries (cable colors are just there to
tell cables apart). Bright = output, dark = input.
You can only plug an output into an input of the same color.

ColorSignalExample
Greena contact: one hostile and where it was seenDETECT → GUN
Pink / purplea radar scan, for the screensDETECT → SCOPE
Light / dark bluea numberGUN AMMO → GAUGE
Orange / greyon or offTHRESHOLD → GUN RELOAD

A blinking NC means a module is not connected yet. The red switch in
a module's header turns it off to save power. A generator gives 100
power; every module drains some.

Your first circuit


1-first-circuit.png
*A DETECT finds a hostile and sends its position (from its green
CONTACT port) to the GUN, which fires at it. The GEN-H powers both.*

That's all mission 1 needs: plug the green CONTACT output of the DETECT
into the CONTACT input of the GUN, then press Space.

Reading the DETECT


2-detect.png
*The DETECT is a pulse radar: it only sees a hostile when its pulse
sweeps over it. Between two sweeps the position gets old.*

- RANGE knob (drag it up or down): how far the pulse goes. A short
range sweeps more often, so positions are fresher and fewer shots
miss. A long range sees hostiles sooner.
- First tag, which hostile to point at: NEAR the closest,
DANG the one that will hurt the most, WEAK the one with the
fewest hit points left. Click to change.
- Second tag, which size to watch: ALL, or only SML,
MED or BIG. Click to change. Two DETECTs with different
sizes can feed two different weapons.
- Ports, from right to left: CONTACT (green, to a weapon), SCAN
(pink, to a screen), SEEN (orange, on while a hostile is in sight).

Seeing what happens: SCOPE and TARGET


3-scope-target.png
*The SCOPE (left) draws the radar sweep and every echo. Its MARK inputs
put a reticle on a contact. The TARGET (right) shows the hostile a
contact points at, and how old the information is.*

Screens don't shoot, but they tell you why your weapons miss: if the
age is high, shorten the range or add a PREDICT between the DETECT and
the weapon.

Weapons


Each weapon has a CONTACT input (what to shoot), three on/off inputs
(ENABLE, RELOAD, BOOST) and two number outputs (AMMO, HEAT).

- GUN: fast, 40 rounds, short reach, useless against armor.
- CANNON: slow, 6 heavy shells, long reach, goes through armor.
- MORTAR: slow, hits every hostile around the impact.
- The LFT / CTR / RGT tag picks the mount the weapon sits on.
- R reloads by hand. A weapon never shows its ammo: plug AMMO into
a GAUGE to read it.

Reloading on its own


4-auto-reload.png
*AMMO goes to a GAUGE (to read it) and to a THRESHOLD set to 10. Below
10, the THRESHOLD output (orange port) turns on and triggers RELOAD.*

Reloading takes 2 seconds without firing. In later missions, wire the
DETECT's SEEN output through logic (NOT, OR) so you only reload when
nothing is in sight.

Overclocking


5-overclock.png

*BOOST on: the GUN fires twice as fast (OC on its panel) but heats up.
Here HEAT feeds a THRESHOLD set to 70: BOOST stays on while the gun is
below 70 heat, then stops before it overheats.*

At 100 heat a weapon locks (HOT) until it has fully cooled down. An
overclocked weapon also drains twice the power.

Tips


- Read the briefing (B): every mission explains its new trick.
- Lost? Your circuit stays as it was. Change one thing and try again.
- Press P to pause and S for slow motion to see what goes
wrong.

Comments14

maximevincent
maximevincent20 Oct 2026, 00:34
My little brain is far too small for this... It took some time and fiddling to understand some connections but I was way to confused to get far haha 😅 In any case, it's a genuinely impressive concept with an interesting premise. Nice work!
akintsevil20 Oct 2026, 06:57
Very nice game, not easy to get started but the process of connecting modules is so satisfying, reminds me of guitar pedals =)
Scorpioffi20 Oct 2026, 14:04
le jeu me parrait intéressant et j'aime bien le concepte, je n'ai malheuresement pas pu comprendre comment ça fonctionnait exactement mais sinon jeu sympa
yourykikiauthor20 Oct 2026, 18:16
@scorpioffi Je vais ajouter une aide pour comprendre les bases ! En faisant jouer des amis j'ai pu voir que certaines infos ne se devine pas, meme si les briefing sont la pour guider, touche B
Delta20 Oct 2026, 18:46
Cool game, I like the idea a lot. I figured out how to do things eventually but trying to understand what each part of each node does was tricky. I think a slower knowledge ramp up would help greatly. There is just so much information right away that it's hard to break down everything as a player. Even just a node at a time and having the player plug things in in steps before it becomes time to face even the first wave might be a good method. I like the node based system with the wires as part of the old tech, very cool!
Baturinsky
Baturinsky20 Oct 2026, 19:37
Very ambitious. And as such, requires a lot more handholding than there are. Such as, examples of the working layouts and way more detailed tumbnails.

I got to the third missions ("no reload during the waves" one) when gave up.
I mostly use the single screenshot you gave, doubt I'd figure things without it.
Looks good, especially love the shaking wires when you are hit.

Do I really need two guns and two cannons in the second mission?
What exactly do settings on detector mean?

There is too little fitting on the screen without scrolling. Going full screen and allowing seeing all at once would help a lot.
yourykikiauthor20 Oct 2026, 20:58
@delta @baturinsky Thanks for the feedback, I think you're right. I don't know if I can edit the game (this is my first submission here) but I can easily add some explains. There is a lot of feature to discover and I agree we can miss details, told or not.

I added some guide in the game description.

In the game, I can more easily increase the number of mission, detailing modules one by one. I'll also add a quick start helper to explain the wire logic
Baturinsky
Baturinsky20 Oct 2026, 22:09
@yourykiki You can make a post-compo version and add a link to it (or any amount of other links to other version).
Baturinsky
Baturinsky21 Oct 2026, 07:15
As there is no limit (it seems) for the wapons in the loadout, most of "tricky" levels can be solved by just having more guns/cannons/mortars.
ghettobastler
ghettobastler21 Oct 2026, 08:30
Excellent! L'interprétation du thème est bien trouvée, l'exécution est super léchée, et les détails sont top (en particulier la physique des câbles). Étant fan des jeux Zachtronics, c'est pile mon genre de jeu 😄

Si je devais trouver un point à critiquer, je dirais que le jeu est un peu simple. Comme ça a été dit, ajouter plus d'arme fonctionne souvent. Et comme la limite de place est très généreuse, j'ai pu ajouter assez de générateurs pour tout alimenter. Je pense que je suis passé à côté de beaucoup de possibilités offertes par les différents modules.

Ceci dit, équilibrer un tel projet en moins de 72h me parraît bien compliqué, et avoir déjà fait tout ça en si peu de temps c'est vraiment impressionnant. Chapeau !
yourykikiauthor21 Oct 2026, 09:16
@baturinsky Yeah you're right, adding more weapon is a strategy. The limitation you have is the number of weapon, which is 6 (2 at the center, 2 on the left and 2 on the right)

I didn't put the difficulty too high, so once you understand the module system and the units weakness (spoiled in the briefing) it is easy. The only thing that encourages optimization is the medal at the end of the run. Also a failed wave is not punishing, you can just retry. It is more like the game "satisfactory" vibe at the moment, you can build for the beauty of the build ✌ Optimization is only necessary for the medals, and yet not difficult. Didn't have time neither to put objectives

It lacks some real heavy wave that force you to overclock you weapon. Also I didn't have time to take advantage / balance the energy.
yourykikiauthor21 Oct 2026, 09:23
@ghettobastler
Merci d'avoir joué et congratulation pour avoir restaurer le systeme de défense ! ✌

Je suis d'accord, ajouter plus d'arme est une stratégie, la seule limitation sur les armes c'est les 6 emplacements (2 à gauche, 2 au milieu et 2 à droite). En gérant bien les détecteurs la consommation d'energie n'est pas un problème, mais si on met 1 detect par arme et full range sur le détect, ca passera pas. Donc une fois qu'on a bien compris, ca passe !

Ce qu'il manque c'est des vagues complémentaires.

Je suis content d'avoir pu poser une boucle de gameplay, elle ne demande plus qu'a être nourri. Les idées d'évolution ne manque pas. Mon défit c'était de réduire le scope au max pour que ca rentre 😅

J'ai rajouté 4 colonnes d'emplacement dans le rack car en optimisant j'arrivais a le remplir initialement, J'aurais peut etre pas du !

Fun fact: tu peux finir le jeux sans aucun écran de controle ! Les écrans sont la pour la découverte et cela fait parti du gameplay.
Nursultan21 Oct 2026, 15:23
This is absolutely brilliant! Patching cables between radars, logic modules, and weapons like an old-school analog synthesizer to automate your defense is such a genius take on the theme. The tactile retro UI and the depth of the mechanics feel incredible. Left full ratings across the board!
If you happen to have a minute later to check out more games, we’d love if you took a look at our entry Meow Bomb as well. Best of luck with the jam!
CodeRaurus
CodeRaurus21 Oct 2026, 16:44
Okay, I went in without reading any of the description given... I failed the first mission :D I tried things up to mission 3, couldn't figure it out. Perhaps it was the goal of utilizing every module at once. At times it felt some wiring didn't work but then did on another try. Very interesting game, I have to say and the soundscape feels eerie.

Great work!
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