They Keep Coming is a pixel-art co-op survival shooter that blends fast side-view action with strategic tower building. One to four players defend a single tower against relentless waves of enemies that attack from multiple directions. The core loop centers on surviving escalating threats while collectively upgrading defenses and personal weapons during short intermissions between waves.
Gameplay
Players move, dash, and shoot across a side-view battlefield while the shared tower handles much of the horde control. Gold from kills goes into a team pool used at the tower console for turrets, walls, traps, rooms, and additional floors. Purchases made in the current intermission can be refunded in full, which keeps experimentation low-risk. Combat Points earned individually through kills, assists, revives, and repairs fund personal upgrades and specializations.
Every player begins with the same base gun. Progression comes through milestone choices that add effects such as piercing shots, ricochets, or burning rounds. Seven specializations shape playstyles further, each tied to a unique ability. A stat shop and weighted perks let builds diverge without locking players into rigid classes. The tower itself grows from two to six floors, with each new level adding turret mounts and a room slot. Turret lines include Archer, Cannon, and Tesla options that branch into specialized capstones. Flank defenses such as ramparts, razor walls, tar pits, and powder mines complement rooms that alter team strategy, from resource generation to revival support.
Twenty-two enemy types each serve distinct roles. Shieldbearers block lines of fire, Jumpers bypass walls, Burrowers emerge behind lines, Parasites disable turrets, Thieves steal team gold, and Stalkers target isolated players. Later waves combine these into coordinated squads and apply modifiers that increase difficulty. Seven bosses require coordinated team responses to defeat.
Game Modes
The main experience consists of seventy designed waves followed by an Endless mode. In Endless, a new stacking mutator appears every ten waves, and a seeded wave director ensures varied runs or repeatable daily seeds for comparison across player counts. Records track performance for solo, duo, trio, and full four-player groups, along with end-of-run titles that highlight individual contributions such as top damage or engineering work.
Sessions support solo play or online co-op through a simple join code system. Downed teammates can be revived, though repeated downs increase subsequent risk. The structure rewards both careful tower planning and responsive personal combat across all player counts.
Build Variety and Enemy Challenges
Tower construction emphasizes limited slots and meaningful choices. Different room combinations shift priorities, such as adding gold generation, repair support, or teleport options. Turret branches reward experimentation with capstones that suit specific wave compositions. Personal builds evolve independently yet benefit the group through shared gold and assists that distribute rewards evenly.
Enemy variety forces adaptive tactics. Early waves test basic positioning, while later stages combine threats with elite and champion variants that demand focused fire or specific counters. The design keeps pressure high without overwhelming any single player role.
Is It Worth Playing?
They Keep Coming suits players who enjoy cooperative survival shooters that mix direct combat with shared defensive strategy. The refundable purchases and assist-based rewards reduce frustration from mistakes or uneven performance, while the wave structure and Endless mode provide clear progression goals. Solo runs remain viable, yet the game shines when friends coordinate tower layouts and revive each other during intense boss encounters. Those seeking a focused indie experience with pixel-art presentation and layered decision-making will find consistent depth in its systems.