Wireworks — Community Wiki
Unofficial wiki compiled from the official Steam news/patch notes and the community Discord (
#general). Built 2026-08-10.
Wireworks is a base-defense roguelike auto-battler / tower-defense game by developer JJJ (JJJ Games). Its signature mechanic: you don't just place towers — you wire up modules to logic blocks to build weapons that fire, target, and combo automatically. Released March 9, 2026 (Steam app 4206270).
The core loop
- You defend a base against waves of enemies.
- Between waves you buy items/modules from a shop and wire them together on your board(s) to create weapons and synergies.
- Builds broadly split into Mech, Wand (MP/spell-based), Tool (Use-triggered), and Pet archetypes.
- Survive as long as possible; Endless mode scales enemies indefinitely and lets you buy extra boards to expand your build.
Wiki pages
| Page | Contents |
|---|---|
| Mechanics | Every system explained — wiring, triggers, mana, Tool Use, shop internals |
| Characters | Playable characters, starting kits, unlock conditions |
| Items | Items by type — Mech, Wand, Tool, Pet, support — with current stats |
| Item Database | All 180 items with sprites, game text, upgrades & prices (datamined) |
| Skills | Skills and their triggers/synergies |
| Game Modes | Standard, Endless, Auto mode, difficulty |
| Tips & Strategy | Community strategies, build advice, dev clarifications |
| Level 5 Early-Game Cheat Sheet | Surviving waves 1–30 on the hardest difficulty |
| Best Builds — Late Game | Endless meta builds current as of Aug 2026 |
| FAQ | Frequently asked questions from the Discord |
| Patch History | Full version history from Steam news |
Community & links
- Steam page: https://store.steampowered.com/app/4206270/Wireworks
- Steam discussions: https://steamcommunity.com/app/4206270/discussions/
- Community Discord: https://discord.gg/UGcCn5D6XX
Sources: Steam news API (app 4206270) + DiscordChatExporter export of the JJJ Games #general channel.
Mechanics — How Everything Actually Works
Every core system explained in depth. Sources: direct developer (JJJ) answers in Discord, and datamined game internals (IL analysis of Assembly-CSharp.dll, build 24591890, game updated 2026-08-09).
Boards, wiring & networks
- Your build lives on boards (pages) of slots. Items are placed in slots and wired together: an item's outputs feed other items' inputs. A connected group is a network — many buffs (Dog Whistle, Powermace, "per Mech in Network") count network members, not just neighbors.
- "Adjacent" counts only horizontally. Effects that reach vertically always say "above" or "below" explicitly (e.g. Weight buffs the Weapon above it; Hardhat buffs the item below).
- Cross-board triggers are global. A heal or wand cast on Board 1 triggers Monitors/Flames on Board 2 — confirmed by the dev. Extra boards (Endless-only purchase) are one shared trigger space.
- Some items are immovable once placed (Forcefield: "Can't be moved") — position them deliberately.
- The bank (stash) is not inert: Recyclers still reduce reroll cost from the bank, and Chest reads the total value stored there. Parking items in the bank is a real mechanic, not just storage.
The trigger system & frame caps
The game simulates at 60 FPS, and triggers are frame-capped — this is the invisible ceiling on every "infinite" combo:
| Trigger source | Cap |
|---|---|
| Most item triggers (Hit, Kill, on-heal, etc.) | Once per frame (60/s) |
| Wands (all, incl. Spellbook) | Once per 5 frames (~0.1s, 12 casts/s) |
| Repeater effect | Uncapped — the one exception, which is why Repeater loops break the game |
- Since v1.3, Repeater only repeats Hit and Kill effects — separate items were added to repeat Wand and Tool effects (Ancient Rune: wand casts twice; Blueprint: Tool Uses twice).
- Chain-reaction builds (hit → heal → trigger → hit …) are lag-bound, not rule-bound: the caps keep them legal, but on-screen effects tank FPS long before the caps bind.
Mana (MP) — the Wand economy
- Wands cost MP to cast and store at most 99 MP (capped in Update 1.1; overflow display like "3.1" is just per-frame rounding — 7 MP/s ≈ 0.116 MP per frame).
- Wands deal damage twice: on projectile impact AND when their effect connects. This double-dip is the core reason wand builds are beginner-friendly and strong (vs. Bow/Shuriken, which only get projectile damage).
- MP sources chain: Mana Potion, Flux (5 MP burst), Feedback (returns MP on cast), Phial, Torch (0.75 MP per Use). A Spellbook triggering 3 wands ×3 via repeat effects with Feedback returning 4.5 MP per 5 MP spent = the classic self-sustaining MP loop.
- Cast-priority: the Wizard's starting weapon targets older enemies first (with a random range) since Balance 1.2.
Tools & the "Use" system (v1.3)
Tools do nothing on their own — each has a Use effect that something else must fire. The full driver roster (from the item database):
| Driver | What it Uses | Rate |
|---|---|---|
| Gloves | a random adjacent Tool | every 3s |
| Valve | all Tools in its network | every 4s |
| Coggy | both adjacent Tools | every 5s |
| Remote | Tools above, below, and adjacent | every 8s |
| Cogstaff (Wand) | Tools on its own board on cast | per cast |
| Lubricant | gives one Tool a 10% chance to Use on kill | per kill |
| Skills ("use random Tools on wand cast") | Tools on all boards | chance per cast |
| Blueprint | makes a connected Tool trigger its Use twice | passive |
Use-effects range from damage (Smasher: area damage; Mouse: beam; Cone: knockback) through economy (Pickaxe: 10% for +$1; Crafting Pot: consumes 20 Uses → random small item) to buffs (Hardhat: +1 DMG below for 3s; Magnifier: +10% Size until end of wave). Golf Club creates persistent bouncing balls (max 1000) — the Tool that carries Tinker runs.
Stats: DMG, SPD, AMP, Size
- DMG — flat damage. Buffed by Crown (+2/4), Weight (+4/6 with −50% SPD), Dumbbell (+1 adjacent), kills (Bloodblade-style stacking), and network effects.
- SPD — attack/retrigger and movement speed for Modules and Pets only. It does not change enemy or projectile crossing speed (M/s). Turbo gives SPD to Modules only — not Pets (dev-confirmed); Hourglass gives adjacent Modules +30% SPD; Gear raises the SPD cap (+100%/+200%).
- AMP — effect amplification; Ruler gives adjacent Modules +30% AMP. Distinct stat from DMG (amplifies module effects rather than hits).
- Size — physical footprint of the weapon/effect; Magnifier's buff caps at +500% (base) / +1000% (upgraded).
- Weapon vs. Module: anything with the sword icon is a Weapon — all Pets count as Weapons — while Channeler and Pointer are Modules. Buff wording is literal: "weapon" buffs skip Modules and vice versa.
The shop — datamined internals
From IL analysis of the Shop class:
- Rarity split per slot: 50% common (price ≤ $10) / 50% rare (price > $10). There are no $20+ base prices in the current build (extraction confirms: 35 items at $1–5, 82 at $6–10, 43 at $11–15, 20 at $16–20).
- The first shop never offers items over $10 (dev-confirmed; the cheap pool defines every opener).
- Wave-gated items: Merger, Splitter, Recycler, 3-Merge, 3-Split unlock at wave 10+ (3-Mixer additionally passes an RNG check); Mixer at wave 20+. You cannot reroll into board-topology items before those waves.
- Upgraded items in the shop: chance ≈ 50% + 2.5% per wave, capped at wave 15 (≈87.5% max); upgraded stock is priced with a 0.75^wave-factor multiplier on base price, and upgraded shop items cost +50% since Balance 1.2.
- Ownership gating (pre-Endless): once you own an upgraded copy, that item stops appearing; you can hold at most 1 upgraded or 2 base copies. Workaround: stack base copies, upgrade together. In Endless the shop offers upgraded duplicates freely — this is the wall that keeps infinite builds out of waves 1–30.
- Shop pools are character-weighted since v1.3 (class identity rework), so item frequency differs per character pre-Endless; Endless pools are uniform (rarity aside).
Economy & upgrades
- Reroll cost is static per run but reduced by Recyclers; 3 upgraded Recyclers = $0 rerolls (they work from the bank, unwired).
- Sell-back: upgraded items sell for 100% of purchase price — buy-upgrade-sell cycles are free damage with the right perks (e.g. damage-on-mech-sell).
- Upgrading: combine copies of an item (2 base → upgraded). Upgrade effects are itemized in the Item Database — e.g. Switchblade "+1 Stab per Mech", Golf Club "+1 Ball on Use".
- Honey auto-sells when grabbed ($20); Quick-Sell = hold Ctrl while grabbing (Balance 1.4).
Difficulty, waves & restarts
- 5 difficulty tiers; beat wave 30 to clear a run and unlock the next tier (
maxDiffUnlockinsave.json). - Endless starts after wave 30: loops of ~100 waves, enemy HP/DMG/speed scale per wave, extra boards purchasable at increasing cost, skills offered at random intervals.
- Hold
Ror`to quick-restart instantly. Save & reload is safe mid-run — and permanent buffs (kill stacks, crafted items, tool-use damage growth) survive a save-reload wave reset.
Sources: developer (JJJ) mechanic answers in Discord #general; IL/bytecode analysis of Assembly-CSharp.dll (Shop, Database, Module classes) from the wireworks-guide datamining project; item texts from the extracted item database (build 24591890, 2026-08-09).
Characters
Wireworks launched with a set of starting characters and added two more in the Major Content Update (v1.3, May 1st 2026). Each character has a starting kit and biases the early shop pool toward a play-style (the shop-pool identity was strengthened in v1.3 so classes feel more distinct).
The wiki lists what's confirmed in patch notes and by the developer. Exact starting stats for every character aren't all documented publicly; contributions welcome.
Launch characters
Goblin
- Starting money buffed to +$10 (total $20) in Balance Update 1.2 (was +$5).
- Community consensus: often considered the strongest character because the extra economy lets you hit two upgraded Recycler (reroll) modules early → effectively free rerolls → snowball into piggy-bank economy and anything else you need. Also compared to *Isaac*'s Eden: a semi-random but choosable start.
Wizard / Mage
- Wand-focused class. Starting weapon targeting was improved in Balance Update 1.2 — now prioritizes older enemies (with some random range).
- Gives a wand damage bonus; strong because wands are versatile (see Items). Popular openers: Phial + Bolt + Waves.
- Trade-off noted by the dev: it's a weaker start with an overall damage buff, so if you don't draw wands early it can feel flat.
(Other launch characters exist — e.g. a melee/knight-style starter. Details TBD from in-game collection menu.)
Unlockable characters (added v1.3)
The Tinker
- Centered on the new Tools item type (Use-triggered items — see Items).
- Unlock: beat the game (clear the standard waves) with any character.
- Signature early pick: Golf Club for Tool builds; players report resetting until they see it on Difficulty 5.
The Hunter
- Pet-focused class — starts with a special companion beast and a pet-scaling ability.
- Unlock: buy 10 Pets across your runs (cumulative).
(If you met these requirements before the v1.3 update, both unlocked automatically.)
Achievements
New Steam achievements were added in v1.3 for winning with the new characters (Tinker/Hunter). Clearing Difficulty 5 with Tinker awards the Tinker achievement, for example.
Sources: Steam patch notes (Balance 1.2, Upcoming Content Preview, Major Content Update v1.3); developer answers and community reports in Discord #general.
Items
Items are the modules you buy in the shop and wire together on your board(s). This page explains the item-type system (which drives every synergy), the wiring/adjacency rules, and a reference of documented items.
⚠️ Balance caveat: exact numbers change between patches. Damage/cost values below reflect the Patch History at time of writing (through Aug 2026) — always trust the in-game tooltip. Item effects that highlight on hover show you exactly what they connect to.
Item types (the core of the game)
The developer confirmed how the type system works — this matters because most buffs target a type, not individual items:
| Type | What it is | Key facts |
|---|---|---|
| Weapon | Anything with the sword icon. Pets also count as Weapons. | Buffs that say "weapon" hit these. |
| Module | Support pieces wired to weapons. Channeler and Pointer are Modules (not weapons). | SPD affects Modules (and Pets). |
| Wand | MP/mana-based casters. | Store up to 99 MP; cast at most once per 5 frames (~0.1s). Deal damage on impact AND when their effect connects — a big reason wands feel strong. |
| Mech | Mechanical items with powerful stacking synergies. | The green chip makes connected items count as Mechs; the red chip then scales all Mechs — a famously strong (arguably OP) combo. |
| Tool | Added v1.3. Items with a "Use" trigger that must be activated by other items/skills. | Cogstaff uses Tools on its own board; some skills have a chance to "use random Tools on wand cast" (works across all boards). |
| Pet | Companion beasts that roam and attack. Count as Weapons. | Scaled hard by Dog Whistle. SPD affects them; Turbo does not (Turbo is modules-only). |
Wiring & adjacency rules
- "Adjacent" counts only horizontally. Items that also count vertically explicitly say "above" or "below".
- Extra boards see each other's triggers. A heal (or wand cast) on Board 1 will trigger a Monitor/Flame on Board 2. Cross-board synergy is intended.
- The game runs at 60 FPS; most triggers are capped at once per frame — except the Repeater effect, and Wands (once per 5 frames).
Weapons (melee & projectile)
Melee/projectile weapons are considered the weakest archetype at high Endless levels (they lack the easy damage-scaling of Mech/Wand/Pet/Tool), but several are strong early:
- Staff — strong early due to its size (covers the board efficiently).
- Bloodblade ("blood sword") — gains damage on kills; with retriggers it climbs fast. A classic scaling melee weapon; can hit 100k+ with the right mods, but swarms overrun it late without knockback/stun.
- Switchblade — a Weapon (so Turbo doesn't speed it); can reach many stabs/sec.
- Cogblade — buffed in Balance 1.4 (4 DMG, 25%/40% trigger).
- Scythe (4 DMG) — summons a ghost. Axe (2 DMG), Bone Club (2 DMG), Golf Club (Tool build staple; 1 DMG but up to 1000 balls).
- Bow / Shuriken — projectile-only (no impact damage), considered weak relative to wands.
- Movement modules vertical / horizontal / circle rotate melee weapons; circle is preferred (community: "sell vertical/horizontal, replace with circle ASAP"), paired with Hourglass and/or Turbo for speed.
Wands
Wands are versatile and strong — they hit twice (impact + effect) and combo through MP economy:
- Spellbook — casts multiple connected wands; cornerstone of MP-loop builds. (Cost raised to $15 in Update 1.1.)
- Discharger — zap weapon; a top low-lag damage option for very high Endless (paired with USB + Spellbook). Rework: "0.5s Zap Stun (10% chance)".
- Frost Orbs — deals damage equal to current damage on cast (3 DMG base after buffs).
- Firestaff / Matchstick — Matchstick "applies" fire to connected weapons; community felt Firestaff was underpowered by comparison.
- Clown wand — high damage but very laggy (many projectiles); often swapped out for performance.
- Lifestaff — healing wand; a low-lag healing source when paired with Mana Potion + Ra.
- Support wand-mods: Mana Potion, Flux (5 MP), Feedback (returns MP), Repeater (see below), Ancient Rune, Torch, Phial, Cogstaff (Tool-triggering wand).
- Other gems/casters: Wind Gem (2 DMG), Earth Gem, Green Gem, Watering Can (3 DMG), Longstaff (2 DMG), Blaster, Soulrod, Necromancy (spawns skeletons — laggy), Grimoire (spawns Imps).
Mechs
Mech builds are widely considered the strongest mid-game engine:
- Green chip → makes connected items count as Mech; red chip → scales all Mechs. Stacking these "goes wild."
- USB, Magetech, Powerhammer (mech-scaling melee), Silicon (does not get mech scaling — often skipped), Inductor, Electrodes, Monitor (explosion; size reduced 20% in Balance 1.2).
- Robot Bug ("Robot") — strong out of the gate even without setup; self-buffs and can be copied/scaled with Dog Whistle. Robot pets get so fast at high SPD they visibly teleport.
Tools (v1.3)
40 new items arrived with the Tools type. Tools have a Use trigger you must drive with another item or skill:
- Golf Club (up to 1000 balls), Rake, Shovel, Paintbrush (trail damage; triggers now shared across all trails), Wrench (Mech buffs), Screwdriver (Module buffs), Key (3s Use), Explosive (reworked to a screen-wide bomb with long cooldown), Dynamite ($10).
- Drive Tools with Cogstaff (same board) or the "use random tools on wand cast" skills (all boards).
Pets
- Dog Whistle — the pet-scaling backbone. It takes damage from all weapons in its network and grants it to every pet (including pets on other boards). Stacks strongly: multiple Dog Whistle+ can push pets into the millions of damage. (Note: it counts a single pet in-network when calculating, so there's no naive infinite loop.)
- Doghouse, Chest (gives adjacent item damage equal to the value stored in your bank/stash — the key to billion-damage pets), Biochamber (copies a cloned pet's current damage — the infamous "bake a Pet Rock to hundreds of millions" exploit).
- Pets: Pet Rock ("pebble"), Raccoon (top DPS pet via Chest transfer), Beehive/Bee, Butterfly (cheap healing/attacks, very low lag), Imp (fireballs, protects center), Fairy, Fish (swims around enemies), Penguin, Skunk (extremely laggy), Beast (bad AI — bunches up, not viable late), Egg, Tortoise.
Economy & support modules
- Recycler ("reroller") — reduces reroll cost; 3 upgraded Recyclers = free ($0) rerolls (infinite item access). Not required if you have a strong money engine. Still gives its effect while sitting in the bank.
- Piggy Bank — with Processors and 3-merge modules forms cash "batteries" (~$378–$400 per board). Midas — % chance for money on kill.
- Armor — HP batteries (~1890 HP per optimized board). Processor, Mainframe (skill: +1 mech per network).
- Weight (+4/6 DMG, −50% SPD — used late to reduce lag), Crown (+2/4 DMG buff), Magnifier (size buff, up to 1000% upgraded), Gear (+100%/200% max SPD).
- Router — doubles secondary effects on weapons.
- Repeater — repeats Hit and Kill effects (post-v1.3 it no longer repeats Wand/Tool effects; separate items were added for those). One of the few effects not frame-capped.
- Honey (auto-sells when grabbed, $20 value), Snowball (grows in size + damage; great with Repeaters).
Healing
- Butterfly (low-lag healing), Medkit (25% heal chance), Bandage (10%), Fang (5% heal), Cross (holy cross — healing/lifelink builds), Vamp teeth, Lifestaff. Recursive-heal builds (Cross + Monitor + Vamp teeth + Medkit) can be strong but are a known lag source.
Sources: Steam patch notes; developer type-system and mechanic clarifications in Discord #general; community build reports. Item roster is not exhaustive — a full list lives in the in-game collection menu.
Item Database
All 180 items extracted directly from the game files (build 24591890, game updated 2026-08-09) — sprites, descriptions, upgrade effects and prices are the game's own data. Base stat numbers (DMG etc.) live in Unity prefabs, not the item database — the DMG chips mark where the in-game tooltip fills in the current value.
Tools (19)
Use-triggered items (v1.3+)
and +30% SPD to
this row for 1s
and +30% SPD to
this row for 1s
to items on board
until End of Wave
MAX: GMAX
+100% MAX
to items on board
until End of Wave
MAX: GMAX
+100% MAX
MAX: 1000
MAX: 1000
connected Weapon
Use: +10% Size
until End of Wave
connected Weapon
Use: +10% Size
until End of Wave
+5% chance
+5% chance
+0.5s Trail
+0.5s Trail
damage area
damage area
in area
in area
Use: Zap area
Use: Zap area
Use: Give +0.5 MP to Wands this row
MP: MP
+0.25 Use MP
Use: Give +0.5 MP to Wands this row
MP: MP
+0.25 Use MP
MP: MP
Wands (24)
MP casters — damage on impact AND effect
+1 DMG per Mech
MP: MP
+1 DMG per Mech
MP: MP
MP: MP+1
Gains +1 MP/s per Pet on this row
MP: MP
Gains +1 MP/s per Pet on this row
MP: MP
MP: MP
MP: MP
+Explosion Size
MP: MP
+Explosion Size
MP: MP+1
Can't be moved
MP: MP
Can't be moved
MP: MP
MP: MP+1
MP: MP
Boosted Effects
MP: MP
Boosted Effects
MP: MP
MP: MP
MP: MP
MP: MP
and gain +1 DMG for 3s per Tool
MP: MP
and gain +1 DMG for 3s per Tool
MP: MP
Slows for 2s
MP: MP
Slows for 2s
MP: MP
MP: MP
MP: MP
(10% chance)
MP: MP
(10% chance)
SPELL: Blast area
Stuns for 1s
MP: MP
SPELL: Blast area
Stuns for 1s
MP: MP
MP: MP+1
MP: MP
+1 Fireball
MP: MP
+1 Fireball
MP: MP+1
SPELL: Fire large explosive bolt
MP: MP
SPELL: Fire large explosive bolt
MP: MP
MP: MP
adjacent Tool
+0.5 MP on kill
MP: MP
adjacent Tool
+0.5 MP on kill
MP: MP
for 1 second
SPELL: Deal DMG to all slowed enemies
MP: MP
for 1 second
SPELL: Deal DMG to all slowed enemies
MP: MP
MP: MP+1
+0.5 MP/s per
Mech in Network
MP: MP
+0.5 MP/s per
Mech in Network
MP: MP
MP: MP+1
MP: MP
+3 Buff DMG
MP: MP
+3 Buff DMG
MP: MP
MP: MP
MP: MP
MP: MP
MP: MP
MP: MP
MP: MP
MP: MP
MP: MP
MP: MP
Can't be moved
MP: MP
Can't be moved
MP: MP
MP: MP+1
+50% SPD for 1s
MP: MP
+50% SPD for 1s
MP: MP
MP: MP
MP: MP
MP: MP
MP: MP+2
Mechs (28)
Network-scaling machines
until End of Wave
whenever a Tool in network is Used
+1 DMG per Use
until End of Wave
whenever a Tool in network is Used
+1 DMG per Use
every 2 seconds
Gains +1 DMG per
Mech in network
every 2 seconds
Gains +1 DMG per
Mech in network
25% chance to Use adjacent Tools
25% chance to Use adjacent Tools
Auto-Movement
+30% Area
Auto-Movement
+30% Area
+1 DMG
+1 DMG
Zap nearby enemies
Can't be moved
Zap periodically
Zap nearby enemies
Can't be moved
Zap periodically
get Zap on hit
Gains +1 DMG per
Mech in network
get Zap on hit
Gains +1 DMG per
Mech in network
adjacent Mechs'
total DMG
adjacent Mechs'
total DMG
and has +1 DMG
and has +1 DMG
Can't be moved
Can't be moved
COUNT: COUNT
COUNT: COUNT
for each Mech
for each Mech
Auto-Movement
Auto-Movement
connected input
connected input
+1 Stab fired per
Mech in network
COUNT: COUNT
+1 Stab fired per
Mech in network
COUNT: COUNT
COUNT: COUNTx2
+15% SPD buff
+15% SPD buff
COUNT: COUNT
Mech in network
COUNT: COUNT
Mech in network
Pets (21)
Companions — count as Weapons
Use a random adjacent Tool
+25% Banana Size
Use a random adjacent Tool
+25% Banana Size
every 0.5 seconds
Every 20 kills:
Create Honey
KILLS: COUNT
Creates Honey+
every 0.5 seconds
Every 20 kills:
Create Honey
KILLS: COUNT
Creates Honey+
KILLS: COUNT
+15% SPD
KILLS: COUNT
+15% SPD
KILLS: COUNT
every 1 second
+2 Healing
every 1 second
+2 Healing
Tools every 5s
Tools every 5s
Transform into
a Pet Bird
Creates Bird+
Transform into
a Pet Bird
Creates Bird+
on adjacent Wands
adjacent Wands
on adjacent Wands
adjacent Wands
+25% ATK SPD
+25% ATK SPD
Slow for 2s on hit
Ice Explosion
Slow for 2s on hit
Ice Explosion
30% chance to splash pebbles
+30% chance
30% chance to splash pebbles
+30% chance
to the left
to the left
Create another Rat
Create another Rat
every 10 hits
+2s Duration
every 10 hits
+2s Duration
Weapons, Modules & Support (88)
Everything without a tribe tag
into one output
into one output
into three outputs
into three outputs
into three outputs
into three outputs
casts spell twice
casts spell twice
all basic Weapons
basic Weapons
all basic Weapons
basic Weapons
on hit
Larger splash
on hit
Larger splash
+25% chance
+25% chance
have a 10% chance to heal 1 on kill
have a 10% chance to heal 1 on kill
10% chance to
Stun area for 1s
+5% Stun Chance
10% chance to
Stun area for 1s
+5% Stun Chance
Transform into a clone of the Pet
to the right
+10 DMG, +50% SPD
Transform into a clone of the Pet
to the right
+10 DMG, +50% SPD
every 40 kills
KILLS: COUNT
every 40 kills
KILLS: COUNT
+1 DMG per MP/s
on attached Wands
+1 DMG per MP/s
on attached Wands
in a circle
SPD: SPD
in a circle
SPD: SPD
SPD: SPD+20%
2s on hit
2s on hit
whenever you heal
+1 Healing HP
whenever you heal
+1 Healing HP
AMP: AMP
SPD: SPD
AMP: AMP
SPD: SPD
AMP: AMP+10%
SPD: SPD+10%
Explode on kill
Explode on kill
detonation
Can't be moved
CD: CD
detonation
Can't be moved
CD: CD
CD: CD
Fire Trail
Longer Trail
Fire Trail
Longer Trail
Give Weapon +1 permanent DMG
Limited Charge
Give Weapon +1 permanent DMG
Limited Charge
Breaks until the end of wave
HITS: COUNT
+20 Max Hits
Breaks until the end of wave
HITS: COUNT
+20 Max Hits
HITS: COUNT
adjacent Tool
every 3 seconds
adjacent Tool
every 3 seconds
Create a Pet Imp
Creates Imp+
Create a Pet Imp
Creates Imp+
a high price
a high price
left and right
SPD: SPD
left and right
SPD: SPD
SPD: SPD+10%
Slow on hit for 1s
Slow on hit for 1s
Pet below this
Pet below this
Tool every 3s
Tool every 3s
+1 Full HP DMG
+1 Full HP DMG
10% chance to Use
on kill
10% chance to Use
on kill
25% Stun on hit
25% Stun on hit
Zap on hit
100% Zap Chance
Zap on hit
100% Zap Chance
nearby enemies
to Weapon
nearby enemies
to Weapon
25% chance to
heal 1 on kill
25% chance to
heal 1 on kill
into one output
into one output
into two outputs
into two outputs
Get +$1 for each
item in network
Get +$1 for each
item in network
to fixed point
AMP: AMP
to fixed point
AMP: AMP
Quarter Circle
AMP: AMP
SPD: SPD
Move Half Circle
Quarter Circle
AMP: AMP
SPD: SPD
Move Half Circle
AMP: AMP
SPD: SPD+15%
Give Weapon +2 DMG
until End of Wave
Give Weapon +2 DMG
until End of Wave
up and down
SPD: SPD
up and down
SPD: SPD
Summon ally ghost
Summon ally ghost
50% chance to
Heal 1 HP
50% chance to
Heal 1 HP
ANG: ANG
ANG: ANG
for 1 second
+1s Duration
for 1 second
+1s Duration
on casting
on casting
Give +2 MP to adjacent Wands
Give +2 MP to adjacent Wands
10% chance to
cast on kill
10% chance to
cast on kill
+1 DMG
+1 DMG
in a spiral
SPD: SPD
in a spiral
SPD: SPD
SPD: SPD
into two outputs
into two outputs
in a Square
SPD: SPD
in a Square
SPD: SPD
SPD: SPD+20%
a star pattern
AMP: AMP
SPD: SPD
+15% SPD
a star pattern
AMP: AMP
SPD: SPD
+15% SPD
AMP: AMP
SPD: SPD+15%
Tools every 3s
random Tool
Tools every 3s
random Tool
on hit
CD: CD
on hit
CD: CD
in a triangle
AMP: AMP
SPD: SPD
in a triangle
AMP: AMP
SPD: SPD
AMP: AMP
SPD: SPD+20%
5% chance to
heal 1 HP on hit
5% chance to
heal 1 HP on hit
up and down
SPD: SPD
up and down
SPD: SPD
SPD: SPD+10%
MAX: COUNT
+10 Max Flowers
MAX: COUNT
+10 Max Flowers
MAX: COUNT+10
in a wave
SPD: SPD
in a wave
SPD: SPD
SPD: SPD+10%
-50% SPD to all of its inputs
-50% SPD to all of its inputs
30% chance to
Zap on hit
Extra Bounces
30% chance to
Zap on hit
Extra Bounces
Source: IL extraction from Assembly-CSharp.dll + UnityPy sprite export (wireworks-guide datamining pipeline). One item (Remote) has no confidently-matched sprite.
Skills
Skills (also called perks) are run-modifiers you're offered as you progress. 15 new skills were added in the Major Content Update (v1.3) to support the new Tool/Pet mechanics. In Endless, skill offers appear randomly — you don't control when you get a choice of three (you can go ~10 waves with none, or get two in a row).
The full skill list is best read in-game. Below are skills confirmed by the developer or repeatedly discussed by the community, with their high-level Endless implications.
Notable skills
| Skill | Effect | Notes |
|---|---|---|
| Goblinized | Reduces reroll cost (stacks toward $0 rerolls) | 3 stacks → free rerolls → infinite economy exploit. |
| Inspire | Pets gain +10% SPD per pet owned | Extremely strong damage — but massive lag with many pets. High-level players avoid it, especially on Auto mode, because it can freeze the game. |
| Horsepower | SPD-related | Historically caused FPS lag (later addressed). Feeds pet-speed loops with Dog Whistle. |
| Weight (as pick) | +2 DMG all items, −50% SPD | Taken late to reduce lag by slowing everything down while keeping damage. |
| Bomber | +20% explosion area | Called the single most useful Endless skill by a top player — pure value, low lag. |
| Mainframe | +1 Mech per network | Boosts Mech-network scaling (piggy/armor batteries). |
| "Use random Tools on wand cast" | Chance to trigger Tools on any board when a wand casts | The main way to drive Tools (Cogstaff triggers this too). Can be laggy with many retriggers. |
| Pet → Mech buff on kill | Pets boost Mech-weapon damage on kill | Core of hybrid Mech/Pet/Dog Whistle loops. |
| Feedback | Returns MP on cast | Enables infinite-MP wand loops (with Spellbook + Repeater). |
| Souldrain / Soul / Resurrect / Booster / Mana / Techtrash | Various | Seen in community wand/mech build lists; effects per in-game tooltip. |
Skill strategy (Endless)
The dominant high-level insight: most skills are optional, and many are actively harmful in late Endless because they add on-screen effects and enemies (lag). A skill-less Difficulty 5 run is entirely possible.
Skills to avoid in late Endless (per experienced players):
- Inspire (pet-speed lag bomb)
- Stun / knockback skills — they keep enemies alive longer and increase on-screen enemy counts (worse in the asteroid/space waves where enemies split), raising lag. Only useful below ~wave 100.
- Slow-wave and bone-shard-on-hit skills — same lag reasoning.
Skills that stay good: Bomber (+explosion area), economy/mech scaling skills, and anything that raises damage without spawning extra visuals.
Sources: Steam patch notes (v1.3 "15 New Skills"); developer clarifications and extensive community strategy in Discord #general.
Game Modes
Standard run (waves 1–30)
A run starts with a basic sword kit and progresses through waves. You beat the base game by clearing wave 30 (in the demo it was only the first 10 waves). Beating wave 30 with a character is what unlocks the next difficulty.
Key constraint confirmed by the dev: in pre-Endless mode you can own at most 1 upgraded item (or 2 un-upgraded) of the same item — the shop stops offering an item once you own an upgraded copy. This deliberately keeps the game-breaking infinite builds confined to Endless. (A known workaround: stack the base copies first, then upgrade them all together.)
The first shop never offers items costing more than $10 — so the cheapest items define your opening.
Endless mode
Reached after clearing the standard waves. Enemies scale indefinitely in loops (each loop of ~100 waves is harder). Endless is where the game truly opens up:
- You can buy extra boards (at an increasing price) to expand your build far beyond the standard board limit.
- The shop offers upgraded duplicates, so the "one upgraded copy" restriction is lifted — this is what enables the infinite-scaling builds.
- Enemy scaling in Endless was sharpened over patches: shorter but harder waves (Gameplay Update 1.1) to reduce dead time.
- Skills in Endless are offered randomly — you don't pick when; some stretches give no skill choice for 10 waves, others offer two back-to-back.
The dev noted that most players spend more time in Endless than in the base game, and treats it as a first-class mode rather than an afterthought.
The real Endless "boss": performance
A recurring community truth — "the true endgame of Wireworks is performance optimization." Past roughly wave 100–150, huge builds with many retriggers, explosions, and pets cause severe FPS drops (down to 1–2 FPS, and occasionally crashes that look like a win). High-level Endless play is largely about maximizing damage-per-frame while minimizing on-screen effects (see Tips & Strategy). Players have reached waves in the 400–1000+ range, often leaving the game running overnight in Auto mode.
Auto mode
Added in Gameplay Update 1.1 for Endless runs — the game plays waves automatically so you can idle/AFK a run. Notes:
- With Auto on, the shop stays locked (Balance Update 1.2), so you can't shop mid-auto.
- Auto can randomly pick skills; players deliberately avoid Auto when a lag-inducing skill (like Inspire) might be auto-selected and tank the framerate.
Difficulty
There are 5 difficulty tiers (0–4 internally, "Difficulty 1–5" colloquially). Each is unlocked by beating the base game (wave 30) on the prior tier. A difficulty indicator UI was added in Update 1.1.
(Advanced note from the dev: unlock progress lives in Wireworks/Wireworks_Data/UserData/{SteamID}/save.json — the maxDiffUnlock variable controls unlocked difficulties. Editing save files is unsupported and at your own risk.)
Quick-restart
You can hold R or ` (backtick) at any time to quick-restart a run — useful for the "reset until you get a viable opening" early-game loop.
Sources: Steam patch notes (Update 1.1, Balance 1.2, Major Content Update); developer answers in Discord #general.
Tips & Strategy
Compiled from community builds and developer clarifications in the Discord #general channel. Two very different games exist here: beating the standard 30 waves (a tight, RNG-sensitive puzzle) and Endless (an incremental damage-vs-lag optimization game). Strategies differ sharply between them.
Early game (waves 1–30, higher difficulties)
- Reset for a viable opening. On Difficulty 2+, a bad shop can be unwinnable. Hold
Ror`to quick-restart. Many players reset until they see a key item (e.g. Golf Club for Tinker, or a good wand for Mage). - The first shop caps items at $10, so plan your opener around cheap items.
- Goblin is a strong pick — the extra starting cash ($20) helps you reach two upgraded Recyclers (free rerolls) fastest, which snowballs everything else.
- Staff is a great early weapon purely because of its board size/coverage.
- Mage opener: Phial + Bolt + Waves. Wands are beginner-friendly because they deal damage on impact and on effect connection.
- Remember: pre-Endless you can only hold 1 upgraded (or 2 base) of an item — don't expect to stack duplicates until Endless.
The economy engine
- Free rerolls: 3× upgraded Recycler = $0 rerolls (they don't need to be wired to anything — even work from the bank). With a strong money engine, Recyclers become optional.
- Cash batteries: Piggy Bank + Processors + 3-merge modules produce ~$378–$400 per board. Add Mainframe for +1 mech per network. Midas adds money on kill.
- Sell-back trick: upgraded items sell for 100% of purchase price — so buying/selling upgraded Mechs (with the "damage on mech sell" perk) is an old infinite-damage grind (tedious, largely superseded by Chest/Biochamber).
Endless scaling — the damage meta
The community converged on a few dominant scaling engines (roughly in order of power/ease):
- Chest + Raccoon (or Pet Rock): Chest grants adjacent items damage equal to the value stored in your bank. Park high-value pets (e.g. 5 Raccoons farmed to 90k+ each) in the bank; the Chest transfers that damage. You can double-dip by placing a Chest next to a Recycler and feeding the weapon on the other side.
- Biochamber "baking": Biochamber copies a cloned pet's current damage. Chain several Biochambers across boards to copy a Pet Rock/Pebble or Egg up to ~1.7 billion damage (stay under the integer limit) in just 4–5 waves. Widely called game-breaking — you one-shot everything past wave 1000.
- Dog Whistle pet networks: Dog Whistle takes damage from all weapons in its network and grants it to every pet (all boards). Stack Dog Whistle+ for millions per pet; Beehive bees then fire like machine guns.
- Mech/Wand engines: Discharger + USB + Spellbook (mech-scaled zaps), or MP loops (Spellbook + Repeater + Feedback = infinite mana).
⚠️ Several of these are acknowledged exploits the dev may patch. They're documented here as they existed through mid-2026.
The lag war (the real Endless boss)
Past ~wave 100–150, framerate — not enemy HP — is what ends runs. "The true endgame of Wireworks is performance optimization." Principles from players who reached waves 400–1000+:
- Fewer, bigger hits beat many small ones. A single high-damage, area-effect weapon (e.g. Discharger + a huge banked Pebble via Chest) is the least-laggy top build. Pair with Staff/Lifestaff for healing.
- Cut on-screen effects. Explosions, zaps, clown projectiles, skunks, and huge pet swarms are the lag drivers. Builds using effect-free modules (Repeater, Piggy Bank, Armor, Processor) run far better — one player ran 30 Bloodblades + 105 Butterflies at 60 FPS.
- Avoid lag skills: Inspire (pet-speed bomb), stun/knockback/slow, bone-shard-on-hit. A skill-less Difficulty 5 run is viable.
- Take Weight late (+2 DMG, −50% SPD) to deliberately slow the simulation and reduce lag; protect the center with Butterfly/Imp boards during the slow period.
- Thin the herd — sell excess pets between rounds; enemy swarms speed up over loops, and too many pages tank FPS.
- Board roles: experienced players dedicate separate boards — DPS, money, armor/HP, healing (Butterfly), protection (Imp/Butterfly near center).
Quality-of-life notes
- Quick-Sell: hold Ctrl and grab to quick-sell (Balance 1.4). Honey auto-sells when grabbed.
- Knob/dial control: hover a Slider/Dial and use the mouse wheel or WASD/Arrow keys (Left Stick / D-pad on Steam Deck) for precise adjustment.
- Save & reload is safe — you can restart the game mid-run without losing progress. (Some permanent buffs/crafted items persist through a save-reload wave reset.)
- Endless is a grind of clicking reroll; some players use auto-clicker macros for the long overnight climbs (unsupported, but common in the community).
Sources: developer answers and community build discussions in Discord #general; Steam patch notes. Meta shifts with balance patches — verify against current tooltips.
Level 5 Early-Game Cheat Sheet
How to survive and clear waves 1–30 on Difficulty 5 (the hardest tier, internally maxDiff). This is the RNG-tightest part of the game — before Endless removes the item caps, every shop roll matters. Compiled from community D5 runs and developer answers in Discord #general.
The three rules that shape everything
- The first shop never offers items over $10. Your opener is always built from the cheap pool — plan for it.
- Pre-Endless you can hold only 1 upgraded (or 2 base) copies of an item. The shop stops offering an item once you own an upgraded version. No duplicate-stacking engines until Endless — the broken infinite builds are deliberately locked out of waves 1–30.
- Resetting is the strategy, not a failure. On D5 a bad opening shop is often unwinnable. Hold
Ror`(backtick) to quick-restart until you see a viable opener. Experienced D5 players openly reset until a key item appears.
Opener by character
| Character | D5 opening line |
|---|---|
| Goblin | Strongest economy start ($20 starting money since Balance 1.2). Rush 2× upgraded Recycler → effectively free rerolls → roll into piggy-bank economy and whatever your build needs. Community consensus: "as soon as you live long enough to get two upgraded reroll modules, you're set." |
| Mage / Wizard | Opener: Phial + Bolt + Waves. Wands are the forgiving archetype — they deal damage on impact AND when their effect connects, so every cast double-dips. Downside: if the shop denies you wands, the Mage start is flat — reset. |
| Tinker | Reset until you see Golf Club. It's the Tool that reliably carries past round 3; Paintbrush is the acknowledged backup (gets you through round 3, but stalls without Use-triggers). Without either, D5 Tinker runs die early. |
| Hunter / others | Less documented at D5. The pet economy board below works from wave ~14–21 even on D5. |
A documented D5 line (default Bolt start)
From a player who cleared D5 with the default weapon only (radioactivepest):
- By round 3 you need: Matchstick + Phial + upgrades to Bolt or Mana Potion. That's the checklist — reset if the shop won't give it.
- If Midas appears after round 3: take it, then reroll-scum until you land a Rune — from there the run is "smooth sailing."
Early-board principles
- Staff is a premium early buy purely for its size — it covers the board and buys you time while your engine comes online.
- Melee movement: sell vertical/horizontal movement modules and replace with circle ASAP; add an Hourglass and/or Turbo adjacent for speed. Firetrail and Dynamite are strong in early waves.
- Melee is the weakest D5 archetype overall (too many shop items dilute the rolls you need) — but if you commit to it, it's the easiest to power-scale for the first 30 waves, and Powerhammer is near-mandatory (it gets Mech scaling; Silicon does not — skip it).
- Pet economy board: Honey+ ($20 auto-sell value) + Eggs ($2) feeding a Raccoon — one player hit this by wave 21 on D5 — generates cash while the Raccoon scales.
- Skills are optional. A skill-less Difficulty 5 run is entirely possible — don't hold out for skill offers to fix a bad board.
Small edges
- Save & reload is safe mid-run — and permanent buffs (kill-stacking damage, crafted items, tool-use damage) are kept if you reset the wave by saving and reloading.
- Hover a Slider/Dial and use the mouse wheel or WASD/arrows for precise knob control mid-wave.
- Difficulty unlock progress lives in
save.json(maxDiffUnlock) — editing is unsupported, but it's how the dev says demo veterans skipped ahead.
Sources: developer (JJJ) answers and community D5 run reports (radioactivepest, ericbeau, daganisoraan, odinsonnah, yup8016, nigma1337) in Discord #general; Steam patch notes. Current through the 2026-08-07 export.
Best Builds — Late Game (Endless)
The Endless builds that still work as of the 2026-08-07 data export — i.e. after Balance Update 1.4 (May 11), the Localization Update (July 27), and the August 6 hotfix. That hotfix only changed how big damage numbers are displayed (thousands/millions shorthand) — it accommodates these builds rather than nerfing them. The core engines below were being actively discussed and used July 29–30, 2026.
⚠️ Patch-risk caveat: the Biochamber "baking" exploit is acknowledged as game-breaking by its own users ("If JJJ sees this, yeah, he's going to patch something"). Nothing in the patch notes through Aug 6 has touched it — but verify against current in-game tooltips, and re-export
#generalbefore trusting this page after a new balance patch.
The frame that matters: the lag war
The real Endless boss is your framerate, not enemy HP. Past ~wave 100–150, retriggers, explosions, and pet swarms drop the game to single-digit FPS; runs end because waves take 10+ minutes, not because you die. Every top build below is shaped by damage-per-frame economics:
- Cut on-screen effects. Effect-free modules (Repeater, Piggy Bank, Armor, Processor) barely cost FPS; explosions, zaps, skeleton/imp spam, and skunks are lag bombs.
- Avoid the lag skills: Inspire (+10% pet SPD per pet — freezes the game with a big pet count), and stun / knockback / slow / bone-shard skills, which keep more enemies alive on screen. They're only worth it below ~wave 100. A skill-less D5 run is viable; the one skill top players still praise is Bomber (+20% explosion area).
- Take Weight late (+DMG, −50% SPD) to deliberately slow the simulation and claw back FPS.
Tier 1 — Chest resonance (the dominant meta)
"Chest resonance makes everything else obsolete."
Chest grants adjacent items damage equal to the value stored in your bank. Everything in the current meta flows from that.
Biochamber baking (the damage printer)
Biochamber copies a cloned pet's current damage (since Update 1.1 — current, not base). Chain ~5 linked Biochambers over two boards on a Pet Rock/Pebble or Egg that's being pumped by Chest + Recycler links, re-bank the fattest copy each wave, and the damage compounds: ~300 million to ~1.7 billion damage in only 4–5 waves. Stay under the integer limit (~2.1B) — one player's 500M pebble is comfortably safe; overflow breaks the weapon.
Discharger delivery (the least-laggy weapon)
Feed the baked pebble's damage to a Discharger via Chest. The Discharger is the community's proven lowest-lag high-wave weapon — screen-wide zaps, few sprites: "wave 400+, discharger 0-tic build is needed." The endgame formulation: "the least laggy AND most powerful build — biochamber a pebble to 300+ million in bank, Discharger for damage, Staff for healing — and the skills you get won't matter."
The endgame skeleton (verified to wave 1137)
The deepest documented run (daganisoraan, D5) used just:
- 1 Discharger board (damage — fed by the banked pebble via Chest)
- 1 healing Staff board (Lifestaff + Mana Potion class of healing — low lag)
- ~6–7 Armor boards (≈9995 HP; each optimized armor board ≈1890 HP)
- Everything else is optional. One-shots everything past wave 1000.
Tier 2 — Chest + Raccoon
Chest + Raccoon transfers the Raccoon's damage-growth perk onto any weapon you want. Double-dip trick: place the Chest next to a Recycler and feed the weapon on the Chest's other side — the same Chest applies twice. Farming the bank (e.g. 5 Raccoons at 90k+ each, built up with buy/sell loops) made each Chest worth ~454,000 damage in a wave-419 no-lag run. Slower than Biochamber baking, but exploit-free and just as legal after every patch to date.
Tier 3 — Dog Whistle pet networks
Dog Whistle takes damage from all weapons in its network and grants it to every pet on every board. Stacked Dog Whistle+ (players ran up to ~19–28 of them) pushes each pet into the millions; Beehive bees then hit for 600k+ per bee "like a machine gun." Strong and fun — but pet swarms are the lag-heaviest archetype, so thin the herd as waves speed up, and never take Inspire.
Supporting infrastructure (all builds)
- Money: Piggy Bank + Processor + 3-merge "batteries" (~$378–400/board); with a real money engine, even Recyclers become optional ($0 rerolls showed up at wave 1111 with none on board).
- Healing: Butterfly+ boards (near-zero lag) or a single Lifestaff + Mana Potion + Ra. Keep one guaranteed heal source.
- Protection: Imp+ boards guard the center in waves ~31–80; Butterflies take over later.
- The reroll grind is real — top players use auto-buy/sell mouse macros for the overnight bake phases (unsupported, but openly discussed).
Sources: community Endless runs and build reports (daganisoraan, ericbeau, rumple4skin420, kingballsacka, micalobia, golem9899, yup8016) and developer patch notes, Discord #general export through 2026-08-07.
FAQ
Answers drawn directly from the developer (JJJ) in the Discord #general channel, plus community consensus.
Mechanics
Q: Does "adjacent" count vertically?
No — adjacent counts only horizontally. Items that also count vertically explicitly say "above" or "below".
Q: Do extra boards interact? Will a wand cast on Board 1 trigger something on Board 2?
Yes. Cross-board triggers work — a heal or wand cast on one board triggers Monitors/Flames/etc. on other boards.
Q: What counts as a "Weapon" vs a "Module"?
A Weapon is anything with the sword icon — and all Pets count as Weapons too. Channeler and Pointer are Modules, not Weapons. Switchblade is a Weapon.
Q: Does SPD affect movement speed / meters-per-second?
No. SPD affects Modules and Pets (attack/retrigger speed, pet speed), not enemy-crossing M/s. Turbo gives SPD to Modules only — not Pets.
Q: How fast can Wands cast?
Wands are capped at once every 5 frames (~0.1s) — the game runs at 60 FPS. Most other triggers are capped at once per frame, except the Repeater effect.
Q: How much MP can a wand store?
Capped at 99 MP (since a spring 2026 update). Overflow you might see (e.g. flashing 3.1) is just per-frame rounding (7 MP/s ≈ 0.116/frame) and isn't a bug.
Q: Why did items stop appearing in the shop / why can't I find duplicates?
Once you own an upgraded version of an item, it stops appearing in the shop. Workaround: stack the base copies first, then upgrade them all together. In Endless, upgraded duplicates are offered again.
Q: Can the first shop give expensive items (like Beehive)?
No — the first store never offers items over $10.
Q: What does the Router do?
It doubles secondary effects on weapons — it won't double a Mech bonus, only secondary weapon effects.
Q: Is the Imp (from Grimoire) / the ghost (from Scythe) an item?
The Imp is an item; Scythe summons a ghost as its effect.
Characters & unlocks
Q: How do I unlock The Tinker and The Hunter?
- Tinker: beat the game with any character.
- Hunter: buy 10 Pets across your runs.
If you met these before the v1.3 update, they unlocked automatically.
Q: How do difficulties unlock?
Beat the base game (clear wave 30) on a difficulty to unlock the next. There are 5 tiers. (The demo only required beating wave 10.)
Progression & saves
Q: Can I carry demo progress into the full game?
Not directly — demo unlocks were based on beating the first 10 waves; the full game requires beating 30. Unlock state lives in Wireworks/Wireworks_Data/UserData/{SteamID}/save.json (the maxDiffUnlock variable). Editing saves is unsupported.
Q: Is there a sandbox / creative mode?
Frequently requested; not a confirmed feature. Late Endless effectively becomes a sandbox once you out-scale enemies.
The game & its future
Q: Is Wireworks getting mod / Workshop support?
Not planned. The dev says it would require a major refactor of the game's code structure. He's floated possibly open-sourcing the game in the future, but made no promises.
Q: Will there be a mobile port?
No plans — the dev has no mobile-porting experience and is focused on the Steam version.
Q: Is there AI-generated content in the game?
No — and the dev stated Wireworks will not use AI-generated content, nor is there any Claude/AI integration.
Q: More languages?
Yes — Simplified Chinese, Korean, and Brazilian Portuguese were added (Localization Update, July 27 2026). More major languages may follow.
Q: Free DLC / a bundle with Dungeons & Jewels?
No bundle (the dev felt Jewels was too old/janky to bundle). Future free content is "wait and see" — the focus has been polishing and expanding the base game.
Q: Any similar games to try?
The dev suggested Rogue Voltage (module-based resource management, simpler RPG-battle style).
Sources: developer (JJJ) answers in Discord #general; Steam patch notes.
Patch History
Full version history, pulled from the official Steam news feed (app 4206270). Newest changes are also summarized on other wiki pages.
Source: Steam app 4206270. 17 posts.
2026-01-08 — Wire up various modules to survive in Wireworks - a base-defense roguelike auto-battler
Wireworks went straight into my wishlist, I couldn't click it fast enough. Love the idea with this base-defense roguelike auto-battler.Read the full article here: https://www.gamingonlinux.com/2026/01/wire-up-various-modules-to-survive-in-wireworks-a-base-defense-roguelike-auto-battler/
2026-02-05 — Check out the demo for Wireworks, a tower defense where you wire up modules to make weapons dance
Wireworks might be the most unique tower defense game I've ever played, with you building up weapons from modules you wire up to different logic blocks.Read the full article here: https://www.gamingonlinux.com/2026/02/check-out-the-demo-for-wireworks-a-tower-defense-where-you-wire-up-modules-to-make-weapons-dance/
2026-03-09 — Wireworks is in Tower Defense Fest!
Wireworks is officially participating in the Steam Tower Defense Fest on launch with a 20% sale!
Event lasts from March 9-16th.
[dynamiclink href="https://store.steampowered.com/app/4206270/Wireworks"][/dynamiclink]
2026-03-09 — Wireworks is now available!
Wireworks is officially released!
[dynamiclink href="https://store.steampowered.com/app/4206270/Wireworks"][/dynamiclink]
For feedback and bug reports, you can reach out on on the [url="https://steamcommunity.com/app/4206270/discussions/"]Steam Community forums[/url] or our [url="https://discord.gg/UGcCn5D6XX"]community Discord[/url].
Will be reading all feedback/reviews and fixing any issues if they come up.
Thanks for playing and best of luck!
2026-03-11 — Optimization - March 11th
This update includes:
- Big improvements to performance issues in Endless mode.
- Fixed several minor visual/audio bugs.
Thanks again to everyone for the all the support!
More updates will be coming for any issues regarding performance or balance (and maybe even new content in the future!).
You can reach out any time on the [url=https://steamcommunity.com/app/4206270/discussions/]steam discussion boards[/url] or our [url=https://discord.gg/UGcCn5D6XX]community discord[/url]. All feedback is appreciated.
2026-03-19 — Gameplay Update 1.1 - March 19th
After reading your feedback over the last week, today's update includes the following new features and changes.
General Changes:
Increased all boss HP.
Enemies now can't be stunned for 1s after a stun expires.
Endless Mode: Builds can now be scaled further by purchasing extra boards with increasing price.
Increased Endless mode enemy scaling.
Added "Auto" mode for Endless runs.
Shop: Can now give upgraded item duplicates in Endless mode.
Can now hold ]R] or ]`] to quick-restart runs at any time.
Added UI indicator for current difficulty.
Various bug fixes and performance improvements.
Item Changes:
All Wands now can only store MP up to 99.
Discharger: Upgrade reworked to "0.5s Zap Stun (10% chance)".
Spellbook: Cost increased. ]$10 -> $15]
Repeater: Cost increased. ]$20 -> $25]
Cross: Cost increased. ]$5 -> $10]
Fang: Chance to heal reduced ]10% -> 5%]
Medkit: Chance to heal reduced ]40% -> 25%]
Bandage: Chance to heal reduced ]25% -> 10%]
Biochamber: Now copies cloned Pet's current damage rather than its base damage.
3-Mixer: Now less common in the shop and has increased cost. ]$15->$20]
Thanks again for all your support and feedback - I have been reading everything and yes:
There will be more updates coming with new content, characters, and more balance changes.
Stay tuned for more news!
As usual, you can reach out any time on the [url="https://steamcommunity.com/app/4206270/discussions/"]Steam discussion boards[/url] or our [url="https://discord.gg/UGcCn5D6XX"]community Discord[/url].
All feedback is always greatly appreciated and helps shape the game's future. Good luck and have fun!
2026-03-22 — Hotfix patch notes - March 21st
- Added "Sound in Background" setting.
- Minor performance improvements and bug-fixes.
2026-03-23 — Optimizations - March 23rd
- Various performance improvements and bug-fixes.
Thanks everyone for your feedback and patience as I work towards coming gameplay/content updates.
You can reach out any time on the [url=https://steamcommunity.com/app/4206270/discussions/]steam discussion boards[/url] or our [url=https://discord.gg/UGcCn5D6XX]community discord[/url]. All feedback is appreciated.
2026-04-06 — Balance Update 1.2 - April 6th
Today's update addresses some balance issues that were brought up in user feedback, while new content is still in the works.
General Changes:
Goblin: Increased starting money. ]+$5 -> +$10, new total: $20]
Wizard: Improved starting weapon targeting (now prioritizes older enemies, but still has a random range).
Endless Mode: Shop now remains locked when using Auto mode.
Shop: Upgraded shop items now cost 50% more.
Various bug fixes and performance improvements.
Item Changes:
Toxin: Damage increased. ]1 DMG -> 2 DMG]
Scythe: Damage increased. ]2 DMG -> 3 DMG]
Pet Rock: Damage increased. ]1 DMG -> 2 DMG]
Bone Club: Damage increased. ]1 DMG -> 2 DMG]
Fairy: Damage increased. ]1 DMG -> 2 DMG]
Weight: Increased base/upgraded damage buff. ]2/3 DMG -> 4/6 DMG]
Crown: Increased base/upgraded damage buff. ]1/2 DMG -> 2/4 DMG]
Frost Orbs: Damage increased. ]1 DMG -> 3 DMG]
Frost Orbs: Now deals DMG equal to current damage on cast rather than a fixed amount.
Mageblade: Buff duration increased. ]1s -> 2s]
Bear Claws: MP Cost improved. ]4 MP -> 3 MP]
Hairdryer: Knockback reduced. ]-25% knockback]
Monitor: Reduced explosion size. ]-20% size]
Dynamite: Cost increased. ]$5 -> $10]
Restore (Skill): Chance reduced. ]25% -> 10%]
More news to come regarding upcoming content within the next 1-2 weeks. Stay tuned!
Thanks for playing, and as always, you can reach out any time and offer feedback on the [url="https://steamcommunity.com/app/4206270/discussions/"]Steam discussion boards[/url] or our [url="https://discord.gg/UGcCn5D6XX"]community Discord[/url].
Good luck!
2026-04-20 — Upcoming Content Preview
Hello everyone! Thanks again for all the support and feedback over the last month.
I've been working on a new content update featuring new items, skills, and characters and today I wanted to share some of that progress.
The update will contain 2 new characters:
The first new character, "The Tinker", will be focused on the entirely new item type: Tools.
These items have special powerful "Use" triggers that must be activated through other items or skills, with various synergies with the preexisting Mech/Wand builds, of course.
Here's a small preview of some of the new items from the Tool item type:
[img src="{STEAM_CLAN_IMAGE}/45922302/5e8c2c1ddcf800ef143f9a77817ced854d131b52.gif"][/img]
The second new character, "The Hunter", will be a Pet-focused class that starts with a special companion beast and a special pet-scaling ability. More info on that later!
Along with the new content, the update will also include a shop-pool rework to ensure that characters have more defined identities and play-styles.
All in all, It should be releasing around early May.
Stay tuned for more news and as usual, you can reach out any time with feedback or questions on our [url="https://discord.gg/UGcCn5D6XX"]community Discord[/url] or [url="https://steamcommunity.com/app/4206270/discussions/"]Steam discussion board[/url].
Thanks for playing Wireworks!
2026-05-01 — Major Content Update - May 1st
Wireworks v1.3 is a major content update, with new systems and items that introduce more variety and tools to play with.
Major Additions:
40 New Items: Featuring a brand new item type with a unique mechanic, Tools.
[img src="{STEAM_CLAN_IMAGE}/45922302/5e8c2c1ddcf800ef143f9a77817ced854d131b52.gif"][/img]
2 New Unlockable Characters: Centered around Tools and Pets.
These will be unlocked automatically if their requirements were met before the update.
[img src="{STEAM_CLAN_IMAGE}/45922302/9f9069d417aa7659f03b5369cc47536d36168fed.png"][/img]
15 New Skills: For new synergies with the new items and mechanics.
Other Changes:
Shop Rebalance: Shop item pools now differ based on character chosen, reducing randomness.
Item changes and Reworks: Some older items were changed or redesigned to be more useful.
New Steam Achievements: For winning with the new characters.
Item Changes:
The following items have been redesigned/Improved:
Fish: Now swims around enemies.
Penguin: Improved base speed and targeting.
Bolt: Now targets nearest enemy to base.
Watering Can: Damage increased. ]2 DMG -> 3 DMG]
Longstaff: Damage increased. ]1 DMG -> 2 DMG]
Wind Gem: Damage increased. ]1 DMG -> 2 DMG]
Explosive: Reworked item into a screen-wide explosive with long CD.
Wrench: Reworked item into a Tool with Mech buffs.
Screwdriver: Reworked item into a Tool with Module buffs.
Repeater: Now only repeats Hit and Kill effects. (Added new items to repeat Wand/Tool effects.)
The next updates for now will be mostly focused on balance and localization.
As always, you can reach out any time and offer feedback on the [url="https://steamcommunity.com/app/4206270/discussions/"]Steam discussion boards[/url] or our [url="https://discord.gg/UGcCn5D6XX"]community Discord[/url]. All feedback is greatly appreciated.
Enjoy, and good luck!
2026-05-02 — Hotfix - May 1st
- Gear now has a Max SPD buff of +100% (+200% when upgraded)
- Fixed various small bugs related to new items.
2026-05-04 — Unique module-building tower defense game Wireworks just got much bigger
Wireworks is tower-defense roguelike auto-battler that's incredibly unique and now it's much bigger with a huge free update released.Read the full article here: https://www.gamingonlinux.com/2026/05/unique-module-building-tower-defense-game-wireworks-just-got-much-bigger/
2026-05-11 — Balance Update 1.4 - May 11th
Today's balance update addresses some of the player feedback received on the latest update.
Item Changes:
Added Quick-Sell when holding the control key.
Honey: Now automatically sells when grabbing the item.
Cogblade: Increased Damage and trigger chance. ]3 DMG, 15% / 20% -> 4 DMG, 25% / 40%]
Crank: Increased trigger chance. ]15% / 20% -> 25% / 40%]
Scythe: Increased Damage. ]3 DMG -> 4 DMG]
Toxin: Increased Damage. ]2 DMG -> 5 DMG]
Axe: Increased Damage. ]1 DMG -> 2 DMG]
Taser: Increased Damage. ]1 DMG -> 2 DMG]
Key: Increased Use time. ]2s -> 3s]
Flux: Increased MP Cost. ]3 MP -> 5 MP]
Paintbrush: Trail damage triggers are now shared between all trails.
Golf Club:
Reduced Damage. ]2 DMG -> 1 DMG]
Now has a max ball count of 1000.
Magnifier:
Now has a max bonus size buff. ]500%]
Upgrade now increases max size. ]500% -> 1000%]
Increased price. ]$10 -> $15]
Mastery (Skill): Increased Use trigger requirement. ]25 -> 30]
Other:
Adjusted Continue menu buttons to avoid accidental run abandons.
Various bug fixes and performance improvements.
As usual, all feedback is welcome on the [url="https://steamcommunity.com/app/4206270/discussions/"]Steam discussion boards[/url] or our [url="https://discord.gg/UGcCn5D6XX"]community Discord[/url].
It's always greatly appreciated and helps shape the game's future updates.
Thanks again for playing Wireworks and have fun!
2026-07-27 — Localization Update - July 27th
Added full localization for the following languages:
Simplified Chinese
Korean
Brazilian Portuguese
In addition, this update also includes some bug fixes and performance improvements.
Thanks everyone for all the support.
For all feedback and bug reports, feel free to reach out on the [url="https://steamcommunity.com/app/4206270/discussions/"]Steam discussion boards[/url] or our [url="https://discord.gg/UGcCn5D6XX"]community Discord[/url].
2026-07-29 — Hotfix - July 29th
- Various minor bug fixes.
- Control improvements for Sliders and Dials on Steam Deck.
(Can now be easily adjusted by hovering the module and using Left Stick/D-pad)
2026-08-06 — Hotfix - August 6th
- Fixed issue with DMG reports in Simplified Chinese language causing errors.
- DMG reports now display thousands and millions in shorthand notation.