If you’re after that raw “hold the line or get deleted” vibe, they are coming unblocked is exactly that no pretense, just waves, panic, and clutch survival. Think scrappy barricades, last-second reloads, and the dopamine hit when your defense finally stabilizes. It plays like a streamlined survival-shooter with tower-defense DNA: you scavenge, fortify, upgrade, then pray your economy keeps up with the horde. For context, the game rides the same energy as classic survival horror fundamentals limited resources, rising pressure, and fights that punish sloppy movement. Want a clean launch? Fire it up here: they are coming unblocked. It’s playable in browser, which means zero installs, quick resets, and instant “one more run” cycles. You’ll get more mileage if you approach it like a mini-roguelite defense: learn early loss signals (ammo starved, walls cracking, income behind upgrades), then fix the bottleneck instead of face-tanking. TL;DR: it’s simple on the surface, but the optimization game underneath is where the real players eat.
Boot in, scout spawns, and stabilize your first choke. Early game is about time-to-stability: slap down a workable barricade, lock in your baseline DPS, and avoid vanity buys. Mid game pivots to economy vs. damage you’re constantly asking “do I finance the next tier or patch this leak?” Late game is attrition math: you either outpace scaling or you get overrun. Your loop is: loot → build/upgrade → kite → thin waves → reinvest, repeating until your layout can handle spike waves without micro-meltdown. The best runs stack front-loaded control (stuns, slow, choke geometry) with back-line throughput (strong single-target + pierce). Movement isn’t optional; even tiny peeks to reset pathfinding buys seconds. If you feel “busy but broke,” your economy is behind. If you feel “rich but dying,” your DPS or slows are misallocated. Route notes: map edges are bait center lanes with layered cover reduce flank risk. Win condition is boring on paper and beautiful in practice: clean funnel, sustainable income, no panic rebuys.
The ramp is honest. Early waves teach respect; mid waves test macro; late waves demand perfection. Floor skill is learning basic funneling and reload discipline. Mid skill means fixing leaks proactively swapping in slows where pathing widens, placing single-target where big HP units bully, re-aiming to delete priority targets (runners, spitters, shieldeds). Ceiling skill shows in APM budgeting and econ timing: you’re upgrading seconds before the threshold, not after the collapse. Expect the game to punish three habits: (1) vibing without scouting the next spike, (2) dumping into raw DPS with zero control tools, (3) ignoring resource float you should rarely sit on big cash piles. The cap gets spicy once you master damage layering (DoTs + burst + pierce), micro-paths to reset enemy clumps, and on-the-fly rebuilds mid-wave. It isn’t a one-trick aim test it’s equal parts micro aim, macro spend, and map literacy. That’s why it stays sticky: every wipe teaches a cleaner open.
This is snackable but sweaty. A learning run sits around 10–20 minutes, depending on how fast you stabilize and whether you embrace resets. Pacing is saw-tooth: quick calm during shop windows, then sharp spikes where one mis-timed reload snowballs. The dev tempo favors short feedback loops you’ll know within two waves if your build is under-tuned. Treat the first five minutes like a tempo race: cut travel time, place fast ROI upgrades, and don’t over-invest in vanity walls that don’t change TTK. Mid game slows slightly as you establish routine this is where people get lazy and die to mixed-unit waves that punish autopilot. Late game compresses; waves feel almost continuous, forcing you to pre-queue mental buys and repositions. If you’re chasing consistent clears, aim for a stable 60–120 seconds per upgrade cycle, then stretch to 180+ once your choke is ironclad. No, you don’t need a 40-minute grind. Yes, it’s still sweaty enough to clip.
Objectives are straightforward: don’t let the line break. Your true goal is building a resilient funnel that survives composition swaps. Win conditions look like this: (1) Single, disciplined choke no split aggro. (2) Layered slows that guarantee contact time. (3) Mixed DPS: a pierce/pellet for clumps + a high-impact single-target for elites. (4) Sustainable economy so you’re upgrading ahead of curve. The loss screen usually traces back to one missing piece: you stacked glass-cannon DPS with no control, or you went bunker-heavy without damage to cash it in. Micro tips: put rebuildable pieces where you can safely refresh them mid-wave; don’t bury critical walls in places you can’t reach without face-checking. Macro tips: set upgrade checkpoints (e.g., “Tier 2 slows by Wave X, Tier 3 rifle by Wave Y”). If elites are walking through at half HP, you need earlier contact (move choke back), not just “more gun.”