Shadows cross the valley every night, and only light can touch them. Set lanterns beside the road, turn their light across it, and hold the watch until dawn.
Lantern Watch is a tower defense where the towers don't shoot. Every tile has a light level: anything standing in light burns, anything in the dark is untouchable. Overlap two cones and the ground burns brighter — bright enough to hurt the armoured things. Then the dark fights back: dousers walk up to your lanterns and put them out, shrouded things drag the light down around themselves, splitters break into more, and each region ends with something large.
• Fifteen nights across three regions — a village, a black marsh, a ruin — each with its own road to hold • Eight kinds of light, each the answer to something new in the dark — even a prism that bends another lantern's beam onto the road • Trim a lantern for reach, kindle it to burn brighter — in either order — or sell it back • Surge: a string of kills supercharges your lanterns into beams for a few seconds • Two abilities for the moment it goes wrong: the Oil Flask and the Flare Burst • Three bosses, each with one rule you can read before it walks in • A charm to choose at every dawn, and the Workshop: spend embers on lasting boons between nights • The Dark Watch for a harder night, Iron Night with no relights, and The Long Watch, where the dark keeps coming after dawn • Tonight's Watch: a new twist on a night every day • The Keeper, a voiced guide who teaches as you play — and stays quiet once you know • Plays offline; an interrupted night resumes exactly where it stopped
Lantern Watch is free. It shows optional rewarded ads — always your choice, never in the middle of a wave — and offers in-app purchases for embers, a lantern set, and a one-time purchase to remove ads. There are no interstitial ads.
Questions or feedback: nomnomgameorg@gmail.com
Tower defense, light is the only weapon. Aim it, keep it lit, hold the night.