You have defended towers your whole life. Now it is time to tear them down.
Tower Attack turns tower defense upside down: the map belongs to the enemy, the
towers are theirs, and you are the one invading. You do not build anything.
Instead, spend energy to deploy units that advance along the path, stop to
destroy every defense in their way, and strike the core before time runs out.
HOW TO PLAY
Energy regenerates automatically and controls the pace of every attack. Each
unit card costs energy, so the choice is always simple to understand and hard to
make: deploy a cheap unit now, or save up for something heavier?
Slow damage is not enough. The enemy periodically repairs damaged towers, and a
mechanic leaves the core to rebuild defenses you already destroyed. Leaving
three towers at half health only gives the enemy free work to undo. Attack in
waves and finish the job before the clock wins.
FIVE UNITS, FIVE ROLES
• Runner — cheap and fast, perfect for scouting enemy range
• Brute — absorbs punishment and crushes towers in close combat
• Tank — slow and expensive, but clears the road for the rest of your army
• Drone — flies straight to the core and ignores the road, limited to 3 per stage
• Battering Ram — area damage that smashes one tower and its neighbors
EIGHT DEFENSES, EIGHT DIFFERENT PROBLEMS
• Cannon — heavy shots that only hit ground units
• Laser — fast, long-range fire that also targets flying units
• Ice Tower — deals little damage but slows your army at the worst possible time
• Machine Gun — each burst hits three units and punishes crowded waves
• Generator — does not fire; it shields nearby towers but is fragile
• Missiles — dedicated anti-air that turns drones into an expensive luxury
• Flamethrower — very short range and area damage that punishes clustering
• Fortress — visibly charges for four seconds before unleashing an area attack
50 STAGES, WITH A TWIST EVERY TEN
Every map has its own route, with the number and combination of towers growing
throughout the campaign. Early stages reward quick reactions. Later ones demand
the right composition, timing, and upgraded troops. Three stars are reserved for
players who finish with plenty of time left.
Every ten stages, the rules change completely: a tower-free race against the
clock, a siege against a single Fortress, a blackout that reduces your deck to
two units, and a swarm with double energy against reinforced defenses. The world
changes as you advance too, taking you through fields, desert, snow, night, and
volcanic terrain.
UPGRADE YOUR ARMY
Gold earned in stages buys permanent health and damage upgrades for each unit.
Upgrades are not an optional extra: only a few stages can be beaten with an
untrained army, and the campaign is balanced around returning to the shop. A
stage that once looked impossible can become your next victory.
LEARN TO PLAY
An eight-part animated tutorial explains the objective, energy, every troop,
every defense, star ratings, and why upgrading your army decides the campaign.
NO FUSS
• Play offline with no account or login
• Short matches that fit into a break
• Music and sound effects can be disabled separately
• Progress is saved on your device
Reverse tower defense: the enemy owns the towers, and you command the army.