The horde is marching, and the road runs straight through your forest. Raise wizards, goblins, archers, ents and void-creatures — and hold the line.
Wildguard TD is a roguelite tower defense: between every wave you draft a card, and every choice bends the run. No two campaigns play the same.
⚔️ FIVE FAMILIES, ONE WILD ARMY
• Wizards of fire, frost, storm, tide and wind
• Goblins with slingshots, dynamite and a very big gong
• Archers, longbows and piercing ballestas
• Ancient ents that root, hurl boulders and spit thorns
• Void-touched horrors with black-hole appetites
Every tower specializes, upgrades along two paths, and can EVOLVE into a super-form.
🔥 ELEMENTAL REACTIONS — THE HEART OF THE FIGHT
Soak enemies, then strike with lightning to CONDUCT. Chill them and shatter with fire. Order matters, placement matters — build combos, not just towers.
🃏 A NEW RUN EVERY TIME
• Draft cards after every wave to shape your build
• Choose your path: elite fights, treasure waves, strange events
• Collect relics that warp the rules
• Earn essence — win or lose — and spend it in the Warden's Grove on permanent perks
✨ WARDEN SPELLS
Field the right towers and unlock castable powers: rain arrows, stun the map with the Great Gong, tear open a black hole.
👹 BOSSES THAT FIGHT BACK
The Ironhide Warlord lobs tower-stunning grenades. The Pyre Titan hardens its cinder carapace. The Dread Colossus plants heartstones that heal it — snipe them or fall.
🗺️ A CAMPAIGN THAT DARKENS
Three acts, nine hand-built maps, from sunny Emerald Vale to the ember-lit Obsidian Pass. Each act brings new enemies: burrowers that tunnel under your kill zone, frost shamans that chill your towers, slimes that split when magic touches them.
🌿 MADE TO BE REPLAYED
• Runs save automatically — pick up where you left off
• Landscape, one-handed friendly, plays offline after first load
• No ads. No purchases. No data collected. Just the wilds and the war.
The road is yours to guard, Warden.
Tower defense meets roguelite: draft, combo elements, slay the Colossus