Part tower defense, part auto-shooter. Build your defenses between waves, draft upgrades, and hold the line against a cartoon zombie horde.
Every so often the old Spire rings a bad note, and everything in the Hollow Reach that ever held a grudge gets up to answer it. Locals call it the Necrowave. Nobody has fixed it; nobody agrees whose job
it is.
You are one of the regulars who turns up anyway, plants both feet in the field, and holds it for as long as you can.
TWO HALVES, ONE RUN
The horde arrives in waves. Between them, the field goes quiet, the build timer starts, and you spend Scrap: laying walls cell by cell, dropping turrets behind them, and deciding where the dead will be
made to walk. Then the timer runs out and you fight inside what you built.
Build well and the wave arrives single-file down a corridor lined with bolt throwers. Build badly and it arrives all at once, and you find out.
YOU NEVER AIM AND YOU NEVER FIRE
Your weapons swing, throw, shoot, and burn on their own cooldowns and pick their own targets. In a fight your inputs are move, dash, and one of three upgrade cards when you level. Your hands do almost
nothing. Your brain does everything, twice per wave: which build, and which ground.
DEFENSES YOU PUT ON THE GROUND
• Lay walls and chokepoints: Timber Palisades, Stone Forts, and Sally Gates that let you walk through while blocking the horde.
• Place turrets behind your walls: Bolt Throwers, Mortars, Frost Pylons, and Tesla Coils.
• Everything is placed cell-by-cell on a grid with an UNDO button and half-price Scrap refunds on demolitions.
BUILD THE RUN OUT OF CARDS
• 14 base weapons including Bone Shard, Cleaver Sweep, Skull Lantern, Ley Line Beam, Grave Mine, and Rotting Miasma.
• 8 weapon evolutions discovered by pairing specific weapons with matching passives.
• 14 passive upgrades covering attack speed, range, turret damage, and movement.
• Upgrade cards appear every level-up so no two runs play the same.
FOUR REGULARS
• Bjorn Grave-Breaker: Treats the end of the world like a bar fight he has not yet lost.
• Sera the Unyielding: Apologizes to a zombie for the inconvenience of killing it.
• Rook Fletcher: Here for the coin and will tell you so twice.
• Ashen Pyrewood: Calls the horde "a fascinating case study" and takes notes while on fire.
Each character opens with a different weapon, a unique dash, and distinct base stats.
ARENAS AND BOSSES
Battle across distinct fields—from the open ground of Hollow Graveyard and the floor hazards of Widow's Orchard to the tight corridors of The Rustfields. Clear five waves to draw out each field's boss:
Grubnash the Goblin King, Sir Mordraven the Dread Knight, and Sir Emberos.
OLD MOSS'S CART
Every run banks its gold whether you win or lose. Old Moss turns up between runs with a cart, a ledger, and 19 permanent upgrades: reinforced wall frames, extra opening Scrap, longer build timers, and
stat bonuses. New characters, arenas, and difficulty curses unlock as bosses go down.
BUILT FOR PHONES
• Instant Save and Resume: Close the game mid-wave and pick up right where you left off.
• One-Thumb Portrait Play: Responsive single-stick controls designed for short sittings.
• Settings that Matter: Sliders for screen shake, flash reduction, damage numbers, audio channels, and haptics strength.
• No energy meters, no attempt timers, and nothing telling you to wait before playing another run.
Part tower defense, part auto-shooter. Build, upgrade, and survive the horde!