Noise Gate

A modular tower defense

Waves of noise are riding the cable to your speaker. Build synthesizer modules along their path to shut them out. Your modules attack on the beat and in key, so your defense plays the soundtrack.

Wishlist on Steam: Coming soon

Demo at Steam Next Fest · February 2027

How it plays

Build it. Patch it. Play it.

01 Build

Build your rack

Drop in Oscillators, Filters, Arpeggiators, 808 Kicks, FM Operators and LFOs. Each one fights its own way: rapid bolts, slowing rings, chain lightning, shockwaves, piercing beams. Max a module out and pick its form: Supersaw or Sub Osc, Ladder or Comb, Latch or Chord Mode. Then draft studio tricks like SWING, OVERDRIVE and REVERB TAIL to bend the rules.

Four module cards from the game. Oscillator: rapid bolts at one target; fires twice a beat and breaks HUM’s sustain. Filter: slows and damages everything in its ring; HISS it touches is MUFFLED. Arpeggiator: lightning chains through packed noise; hops onto POPs are free. 808 Kick: every beat, a shockwave hits all around. Each card ends with a short note on what the module does on a real synth.
Pick your modules. Each one has a job.

02 Song

Your defense is the band

Every hit is a note, on the beat and in key. Place a module and its part joins the mix; upgrade a Kick and it takes over the bassline. Land kills on the same beat for a CHORD!, a POWER CHORD! or a WALL OF SOUND!, and your top module of each wave earns a solo. Every patch has its own track, from tech house and techno to electroclash and deep house.

A rack mid-fight. An amber cable winds from two inputs to the speaker, with Oscillators, Filters, an Arpeggiator and 808 Kicks placed along its bends. A pack of GLITCH noise streams in at the top left, a banner reads FIRST GLITCH CLEARED!, and the top bar shows the current chord, Am9.
The chord changes. Your rack changes with it.

03 Cables

Patch in combos

Run a cable from one module into another and the source lends its power: a Filter lends SLOW, a Kick lends IMPACT, an Arpeggiator lends ARC. You’ll hear it, too: cables modulate the sound. Hunt for named combos. Patch an Oscillator into a Kick to lock in DRUM & BASS and double-time hits.

Close-up of patch cables on the board. A yellow cable runs from an FM Operator into an Oscillator, now labelled PIERCE, and a blue cable runs from a second Oscillator into an 808 Kick. Banners read NEW COMBO: DRUM & BASS, LOCKED IN! and DOUBLE-TIME 50% HITS.
Oscillator into Kick: DRUM & BASS, locked in.

04 Clean

Kill the noise

Take on the gremlins every producer knows: swarms of HISS, droning HUM, armored CLIPPERS, GLITCHES that skip on 2 and 4, and a screaming FEEDBACK LOOP. Fix them like you would in the studio: filter the HISS, pierce the CLIPPER, duck the FEEDBACK with a Kick. When it all piles up, fire THE DROP.

Four noise cards from the game. HISS: white noise in thick, fast swarms; weak to Filter, which muffles it. POP: fast and fragile, travels in tight packs; weak to Arpeggiator free hops. GLITCH: skips forward on beats 2 and 4; weak to area hits, so a Kick never misses. CRACKLE: vinyl crackle that bursts into three POPs; weak to catching the POPs. Each card ends with a short note on what the sound is in real audio.
Read the card. Pick the counter.

Status

Where it’s at

Press

Press & contact

For press and business enquiries, email hello@yearncreative.com.