Build between waves. Hold the core when they come. Nothing heals for free.

Watch the trailer Steam page Coming soon Join the Discord

See it in action

Real gameplay, nothing pre-rendered: build up, then hold the line while the waves get meaner.

How a round goes

Top-down, one map at a time, no timer on you between waves. Take as long as you want — the next wave won't start until you say so.

  1. Placing a Golem next to the tower; green and red rings show its detect and attack range

    Build your base

    Windmill, Mine and Sawmill keep the resources coming. Pick a defender or a wall and a ghost shows exactly where it lands, with its range drawn on the ground. Rotate the camera, find your angles, lock it in.

  2. A wave of invaders marching on the tower, defenders waiting behind a wall

    Hold the line

    The wave comes in and heads for your Main Tower. Whatever slips past your line starts hitting it, and the Main Tower is the one thing you can't rebuild. When it falls, the run is over.

  3. Production buildings and the build menu with the resource counters

    Spend what you earned

    Every kill pays. Upgrade what carried the wave, heal what's damaged, sell what just stood there looking pretty. Start the next wave when your line is ready — speed it up if you're confident, pause if you're not.

Who's on the field

A small cast where every piece has a job. Learn what each one is good at — the other side already knows.

Your troops

  • Knight

    Melee

    Cheap, sturdy and always in front. Holds the line and takes the hits so nothing else has to.

  • Golem

    Tank

    Slow, heavy and hits like a rockslide. Put one in a choke point and watch the wave pile up.

  • Wizard

    Ranged

    Throws fireballs from far behind the line and outranges every invader. Fragile up close.

  • Healer

    Support

    Doesn't fight. Patches up your troops and buildings nearby — and pays for it from your stock.

Your base

  • Main Tower

    The core

    The one thing you can't rebuild. When it falls, the run is over.

  • Windmill

    Food

    Feeds your Knights and Healers.

  • Mine

    Stone

    Golems, stone walls and repairs.

  • Sawmill

    Wood

    Wizards, fences and repairs.

  • Wood Fence

    Wall

    Cheap time, bought in blocks.

  • Stone Wall

    Wall

    Twice as long, more than twice as tough.

The invaders

  • Zombie

    Swarm

    Comes in numbers, bites whatever is in the way and doesn't stop.

  • Skeleton

    Archer

    Shoots from range while the others walk in.

  • Giant

    Tank

    Ignores your troops and walks straight for the Main Tower.

  • Yeti

    Wall breaker

    Picks the nearest wall on its way and smashes it at triple damage.

  • Goblin

    Thief

    Sneaks to your tower, steals a cut of everything and runs home. Catch it and you get it all back.

  • Demon

    Bomber

    Runs at your biggest group of troops and explodes. It blinks faster the closer it gets — shoot it early.

The other side has a plan

Waves aren't random. An Invader Director plans every one of them: how much to send, from where, and when. It watches how you build, picks a strategy that hurts, and paces the run — build-up, peak, a breather, then worse — toward boss waves. No preview, no warning signs. You read it from the field, and when you lose, you got outplayed.

  • Steady March
  • Probe
  • Pincer
  • Feint
  • Hammer
  • Flood
  • Swarm Rush
  • Siege
  • Archer Siege
  • Raid
  • Heist
  • Sappers
  • Vanguard
  • Attrition
  • Escalation
  • Warlord
  • Last Stand
Invaders pushing along a stone wall toward the tower
Adaptive difficulty: your skill rating sets where the next run starts.

Better with two In testing

Bring a friend over Steam. Host a lobby, send an invite or a code, and defend one Main Tower together. If it falls, you both lose.

Your half, your call

Each of you builds and defends your own part of the map. Pick how it's split: shared ground, a clean split, or a split with a neutral middle you both can build in.

Your own wallet

Your buildings pay you. Kill rewards are split evenly, so whoever's lane takes the beating isn't punished for it. Anyone can repair anything — on their own money.

Same clock

Either of you can pause or change the speed, and it changes for both. After a loss you see who killed what, who did the damage, and who built the line.

Where it's at

Built solo in Unreal Engine 5. It's playable, it's being balanced, and it gets a little bigger most weeks.

Playable
A tutorial and two maps, Narrow Pass and Retro Map. Four troops, three production buildings, two walls, upgrades, healing and selling. Six invaders and an Invader Director with seventeen strategies. Adaptive difficulty, friends leaderboards, game speed, pause, and runs you can save and continue later. In English and German.
In testing
2-player co-op over Steam: lobbies, invites and join codes, split maps, separate wallets.
Next up
Co-op polish, balancing, and more maps.
Release
Coming to Steam for Windows PC. No date yet. When there's a round worth losing sleep over, there'll be a build to play.

Come watch it get built

Devlogs, work-in-progress clips, and the occasional bug that's funnier than it should be. Say hi, break things, tell me what's missing. Want to test? Ask there.

Join the Discord