The path is empty until you draw it.
Maze Warden TD is a tower defense game where the maze is the weapon. There is no fixed lane. You lay the walls, you carve the switchbacks, you decide whether the goblins take the short road or the long, ugly, thoroughly defended one. Then you find out whether you were right.
BUILD THE MAZE - A TOWER DEFENSE STRATEGY GAME
Walls are yours to place anywhere the path survives. Wind the route back on itself. Squeeze it past your heaviest hitters. A preview shows exactly how the enemies will reroute before you commit a single wall, and a Road counter tells you how many squares they must walk.
A 200-LEVEL CAMPAIGN WITH AN ENDING
Fight across ten regions - fens, highlands, ashlands, and worse - each with its own terrain, its own boards, and its own bosses, up to a final boss at the Warden's Gate. Earn stars, unlock the full tower roster permanently, and spend stars on Tower Mastery: eight upgrade ranks per tower, a one-of-two specialisation, and a mastery ladder that keeps going. Cleared levels open Heroic, Iron, and Endless runs - and Endless keeps changing past wave 30.
SIXTEEN TOWERS, NO TWO ALIKE
Ballistas that pierce a whole column. Chain lightning that leaps between targets. A sling whose stone ricochets on to three more enemies. A collector that pays you gold for every kill in its range. A brand that makes everything nearby take more damage. An executioner that deletes the wounded. Choose what each tower targets, overcharge a tier-3 tower, and see what every tower pairs with.
TERRAIN THAT ACTUALLY MATTERS
Highland gives range. Leystone cuts cooldowns. Bogs slow, thorns hurt, and lakes cut the board in half unless you route across the causeways.
BOSSES, ELITES, AND ONE BAD IDEA AFTER ANOTHER
Golems, wisps, shield beetles, gargoyles that fly clean over your maze, hexers that freeze your towers, cinder hounds that shrug off slows. Burrowers surface behind your guns, menders heal the wave, summoners keep it coming. Crowned elites arrive tougher and richer. A second portal wakes mid-run and everything you planned needs replanning.
PLAY THE COMBAT, DON'T JUST WATCH IT
Drop a Frost Nova on a leak. Call in a mortar strike, a meteor, a gate ward. Line your walls with spikes, frost or tar, and they throw it onto the road. Run it at 1x, 2x, or 4x, or flip on auto-send.
THE DAILY SIEGE AND THE SIEGE STREAK
One map, one seed, every player in the world, every day. Retry until you beat it, take your score to the global board - and play on consecutive days for up to double Marks.
ENDLESS SURVIVAL SKIRMISH
Take a fresh board and hold it as long as you can - wave after wave, no cap, no end. Base defense at its simplest and its hardest: one gate, one maze, and a horde that never stops getting bigger.
THE WARDEN'S RALLY
A weekly Skirmish event: one wind on the wave every week, a field of wardens to climb past, and prizes for the top of the board.
A FANTASY REALM, TEN REGIONS DEEP
Goblins, ogres, wisps and worse march on your castle gate. Each region brings its own terrain, its own enemies and its own tactical problem - bridges that force a choke, open ground that punishes a lazy wall, bosses that walk straight through a maze built for swarms.
NEW IN 1.5.0
A hundred more levels across five new regions, and five new enemies to meet in them. Every tower and every creature redrawn and fully animated. Tower Mastery now runs past rank four and never stops. Critical hits, heavier shots, and a combat readout you can turn down or off.
CLIMB THE BOARDS
Global leaderboards for best wave, campaign stars, and the Daily Siege - no account, no sign-in.
NO ACCOUNT. NO ENERGY TIMERS. NO NONSENSE.
No sign-up, no lives to wait out. Ads are kept light: a short one between runs, plus optional reward videos you choose to watch - never in the middle of a fight. One purchase removes the intrusive ones for good.
Draw the maze. Hold the gate.
Maze Warden TD needs an internet connection to play.
Build the maze that traps them, site your towers, hold the gate. Wave on wave.