Arcfence

In-app purchases
Content rating
Everyone
0+
Downloads
Content rating
Everyone
Mild Fantasy Violence
In-Game Purchases
Learn more
Screenshot image
Screenshot image
Screenshot image
Screenshot image
Screenshot image
Screenshot image
Screenshot image
Screenshot image
Screenshot image
Screenshot image
Screenshot image
Screenshot image

About this game

The piece you place is the wall. The enemy's path is born from what you left open.

There is no track drawn on the ground. The field opens empty, with rock and a core to defend, and it is your walls that decide where the invader walks: it always takes the shortest way that is left. Drawing a long, winding corridor is the whole game.

And here is the rule no other game in the genre has: you CAN seal the passage completely. When you do, the invader stops walking and breaks the piece that seals it. Sealing buys time and costs the wall. It is a real decision, taken mid-wave, with the piece sinking in front of you.

FIVE PIECES, EACH SOLVING A DIFFERENT PROBLEM

Wall is cheap, takes a lot of punishment and does not shoot: it is the maze and it is what you sacrifice when you seal. Autogun handles many weak invaders. Mortar hits an area but has a MINIMUM range — it cannot hit what is right next to it, so it must sit back. Laser pierces everything in line, which rewards a straight stretch and fights the serpentine you want to build. Slower deals no damage at all: it brakes, multiplying the time an invader spends under everything else.

Each one upgrades to level 3. An upgraded wall gets thicker and survives more biting; an upgraded gun hits harder. And the number of guns per level is capped: the decision is WHICH family and what to upgrade, not filling the field with turrets.

YOU SEE THE EFFECT BEFORE SPENDING

Hold your finger on a cell and the game tells you how many steps that piece will add to the path, before you pay for it. If the piece diverts nothing, it says so and explains why — a lone wall diverts nothing, you have to close a line.

And there are two views: the field view, tilted, to watch the fight; and the plan view, from above, to draw the maze without distortion.

THREE KINDS OF INVADER

Machines, not creatures. The common one comes in numbers. The fast one trades toughness for speed and crosses your range before dying. The heavy one absorbs concentrated damage and walks slowly. The game announces the mix before each wave, so choosing a piece is an informed decision.

EIGHTY LEVELS THAT WERE MEASURED, NOT GUESSED

Every level was played end to end by a simulated player, and each one's difficulty was calibrated by bisection until it cost the right number of core lives. No impossible level, no free level. Twenty-six maps across four sectors, each with a spatial question of its own:

PERIMETER (free, 20 levels) — where the maze begins: open field, narrow corridor, two entrances, rock chokepoint, long field, core in the corner, rift and arena.
FURNACE — the squeeze: tight fields, room for few guns, every wall costing double. The question is where NOT to build.
OPEN SKY — the flow: big fields and more than one mouth. Space to spare, time running out.
BREACH — the asymmetry: the core is rarely at the end of the axis, and the layout that always worked will not work twice.

Four difficulties; the levels were tuned on Normal.

NO CATCH

No ads. No energy to wait for. No in-game currency, no loot boxes, nothing you can buy to get stronger. The Perimeter sector, with 20 levels, is complete and free — playable from the tutorial to the end without paying anything. The other three sectors are a one-time purchase and bring only new levels, all measured as beatable. The game runs offline and asks for no account. Permissions are vibration and network — network only so the store works.

Six languages. Landscape, with the piece panel on the side.

RNG Desenvolvimento · contato@rngdesenvolvimento.dev.br
The piece you place is the wall. Draw the corridor the enemy has to walk.
Updated on
Sep 3, 2026

Data safety

Safety starts with understanding how developers collect and share your data. Data privacy and security practices may vary based on your use, region, and age. The developer provided this information and may update it over time.
  • No data shared with third parties
    Learn more about how developers declare sharing
  • No data collected
    Learn more about how developers declare collection
Content rating
Everyone
Mild Fantasy Violence
In-Game Purchases
Learn more

App support

About the developer
RNG TECNOLOGIA E DESENVOLVIMENTO LTDA
fernando.gomes@rngdesenvolvimento.dev.br
Av. JOSUE DI BERNARDI 185 SALA 27 CAMPINAS SÃO JOSÉ - SC 88101-200 Brazil
+55 48 99177-1771

More by RNG Dev