TDS Strategy Guide Cover

TDS Strategy Guide — The 5 Decisions That Win or Lose Every Game (2026)

The Same Loadout, Different Results You and another player use the exact same towers: Militant, Farm, Commander, DJ, Minigunner. They clear Fallen Mode. You die at wave 28. The towers are identical. The upgrade order is identical. The placements are similar. What’s different? Decisions. TDS throws 5-6 critical decision points at you per game — moments where you have coins and must choose between two valid options. Farm upgrade or second DPS tower? Max one tower or place a new one? Sell the Militant or keep it limping along? These decisions are invisible to new players because they don’t realize they’re making them. They just buy whatever they can afford and hope. ...

June 6, 2026 · 3 min · 592 words · DungeonPath Team
Lethal Company Advanced Strategies Guide Cover

Lethal Company Advanced Strategies — Quota Scaling Math, Moon Rotations & Pro Techniques (2026)

You’ve Mastered the Basics. Now the Game Changes. You can clear your first 3-5 quotas consistently. You know the moons, the entities, the items. You think you’ve figured out Lethal Company. Then quota 6 hits. You need 750 credits. Your usual route — Assurance, March, Offense — barely scrapes together 600. You fail the quota. You lose. You don’t understand what changed. What changed is the quota scaling curve. The early game teaches you to collect 200-400 scrap per run. The mid-game demands 600-800. The late game asks for 1,200+. Your strategy needs to evolve with each quota tier. Here’s how. ...

June 5, 2026 · 6 min · 1150 words · DungeonPath Team