Mud, Mortars & Zombies

Mud, Mortars & Zombies is an incremental tower defense in the trenches of WW1, where both sides now shoot at the undead. Waves advance, you answer with the arsenal of a world war: artillery, mortars, machine guns and aircraft. Every payout buys longer rounds, bigger waves and heavier guns.
The trenches of the First World War fell silent overnight. No treaty was signed, but humanity's common enemy had shown up: ZOMBIES.
The guns stopped pointing at each other and turned on the dead. And you were picked to stand at the front and mark the targets. Your arsenal? Everything the nations have to offer.
Fire the flare, then wait
Your guns sit off the map and reload on their own. Your job is the flare gun. Mark a patch of mud and the shell is already on its way — it just needs a moment. Aim at the column and you plough empty ground behind it. Aim where the column is about to be, and it stops existing.
Every weapon behaves differently. Learning the call-in times is most of the skill.
Unlock maps and new battlefields
Every map means more zombies, more problems and more supplies for you, Commander.
Revisit them as often as you like every zombie less is good news for humanity!
You cannot lose
Get overrun and you still get your supplies. No defeat screen, no restart, nothing taken back. The front moves at whatever pace you can afford, and humanity waits to be saved.
The arsenal of a world war
Every nation hands you its best weapons: artillery, mortars, machine guns, aircraft, incendiaries and a creeping barrage. Each weapon is unlocked separately and then improved on its own terms:
Damage — what a single shell is worth
Blast radius — how much of the column it takes with it
Accuracy — how close to the flare it actually lands
Cooldown — how often it fires
Call-in time — how far ahead you have to think
Five kinds of problem
Conscripts walk in a straight line and die on schedule
Tin Hats soak up more than they have any right to
Runners move faster than your shells would like
Quartermasters burst into Runners when they fall
Horizon Blues ignore shrapnel completely only gas and fire finish them
Around a hundred nodes deep
Weapons, time, economy and base upgrades all live in the same tree. At the start you can see exactly one node. Carve your own path through the upgrades.
Features
Off-map guns aimed with a flare shells travel, so you lead the target
One currency and one thing to buy: time. Everything else follows from it
Diffrent Maps with diffrent Weather and Zombie as well as Wave ammount
Five zombie types and more to come
Around a hundred skill tree nodes covering weapons, time, economy and base
No fail state and no reset nothing you earn is ever taken back
Good luck, Commander.