A one-handed roguelike defense game where the horde learns. Every upgrade you take makes the swarm better at resisting that exact upgrade, so the build that carried you to minute eight is the reason minute ten kills you.
No ads. No energy timers. No second currency. Stage 1 is free, and one optional purchase unlocks the rest, once.
ONE VERB
Drag a defender. That is the whole control scheme: no building, no aiming, no menus in the middle of a run. A defender walks where you send it at its own speed, so committing the slow one to an arc is a decision you live with for several seconds. Portrait, one hand, ten to twelve minutes a run.
HOLD THE KEEP
A keep stands at the center of a square arena. It does not shoot. When its hit points run out, the run is over.
The horde arrives from every edge. The rim is split into sixteen arcs, two or three of them hot at any moment, and the hot set rotates every few seconds after a brief glow warns you. Pressure is never even, so the line is always wrong somewhere. The whole battlefield is on one screen, with no camera to pan.
This is not a tower defense game. You place nothing and build no maze. It is a survival strategy game about where your few defenders stand right now.
THREE DEFENDERS, NOT THREE SKINS
Bulwark. Heavy, knocks enemies back, anchors an arc, and far too slow to be anywhere else in a hurry.
Sweeper. Fast, high rate of fire, shreds a massed wave, and folds against armor.
Lance. One heavy shot at long range, and dies almost on contact.
The Lance kills the boss, and the Lance cannot survive where it has to stand. That is why a boss wave is a reposition, not a reflex. Two more defenders, the Harrier and the Tether, join as you progress.
THE HORDE ADAPTS
Every level-up slows the fight and offers three cards. Each card carries tags: fire, kinetic, shock, rate of fire, area, pierce, slow. Taking a card adds pressure to its tags, and at each threshold the swarm grows the matching counter-trait.
Heat-shed against fire. Plating against kinetic damage. Grounding against shock. Carapace that subtracts from every single hit, which punishes a build made of many small ones. Dispersal that spreads the horde out so area damage catches fewer. Layered armor against pierce. Adrenal against slows.
The pressure meters stay on screen all run with the next threshold marked. You can see the wall coming. Double down and be stronger now but harder-countered later, or diversify and still be able to hurt things at minute fourteen.
Same cards in, same adaptation out. No damage dice, no hidden roll.
FIVE STAGES, THEN ENDLESS
Each stage is a different fight, not a longer one. Swarmers come in numbers. Runners ignore your defenders and go straight for the keep, punishing a line that has drifted too far out. Brutes are armored and slow. A boss lands on one named arc every few minutes while the rest of the wave keeps coming.
ROGUELITE PROGRESSION
Every run banks Salvage, win or lose, and Salvage buys permanent upgrades between runs: new defenders, a tougher keep, defenders that start further up, a fourth card on level-up, rerolls. The final wave is meant to be out of reach for your first several attempts. Clear it and endless mode opens, scored on how long you last.
HOW IT IS SOLD
Stage 1 is free and stays free, with the whole card system, the adaptation and the meta-progression. Stages 2 to 5 are behind a single optional purchase, offered once, after you have already played a whole stage. There is no second thing to buy, ever. No ads, no in-game currency, no energy, no season pass, no subscription.
PRIVATE BY DESIGN
No account, no sign-in, no analytics, no tracking, no cloud save. The game collects nothing about you. It asks for network access for exactly one purpose, Google Play Billing, so the unlock can be bought and restored on a new device. It works offline after a one-time unlock, and if you never buy anything it never needs the network.
Hold the keep.
The horde adapts to your build. One-handed roguelike defense. No ads, no energy.