Free browser game
A free online lane defence game shaped like a lane defence. Creatures come down five lanes from the right. You put your own in their way, hang items on them, and watch whether you were right. Ten rounds, three breaches allowed in each.
Everything you own fights by itself. That makes every decision a placement decision: which lane, how far forward, and what it is carrying when the wave arrives. A wall three columns out buys the seer behind it eight more seconds. The same wall in the wrong lane buys nothing.
The same world
Ten of them, chosen by hand. Not two hundred variations on a stat block — ten things you can name and picture, each doing one job no other one does. They are drawn by the same sprite code as Shadowmon Hunters, so they are creatures you recognise, but what each one does here was written on purpose.
There is no roster to learn and no card pool to grind. You see the same ten every run. What changes is which five are in your hand, what you can afford, and where you put them.
Enormous health, almost no damage. It is there to be chewed on while something else does the work.
Makes gold and cannot fight at all. Plant them early at the back or spend the whole campaign poor.
Fires fast, and faster the longer it keeps firing. Weak alone, terrifying if you protect it.
Everything in its lane walks at half speed. Almost no damage, and it doubles the value of everything behind it.
Hits every enemy in the lane at once. Worth more the more of them there are, useless against one.
Hits the lanes either side as well, for half. Covers three lanes badly, which is often better than one lane well.
Repairs the creature standing in front of it. Turns a wall into a problem they cannot solve.
Hurts everything that chews on it. A wall that fights back.
Slow, heavy single hits. Made for one big thing, hopeless against a crowd.
Rarely, but it wipes its whole lane when it goes off. A long fuse and a clear lane afterwards.
No type chart
There are no elemental matchups here, no type chart, no secret multipliers and no synergy bonuses to memorise. A wave is decided by who you bought, where you put them and what they are carrying. If you lose a lane you can point at the reason.
You do not defend all five lanes from the start either. Three to begin with; the shutters come up as the campaign goes on, and the game pays you for the ground it hands you.
Six commanders
THE WARDEN — everything you place has a quarter more health.
QUARTERMASTER — gold arrives half again as fast during a wave.
FIELD MARSHAL — everything costs two gold less, so you field more of it.
THE ARCHIVIST — six cards in hand instead of five, and a free reroll each wave.
THE ZEALOT — hits a quarter harder with fifteen percent less health.
THE STRATEGIST — everything reaches a column and a half further.
They are not flavours of the same run. The Marshal wants a wide cheap line; the Zealot wants everything dead before it arrives, because his line will not hold.
Between rounds
After every round you pick a door. A skirmish is a fair fight. A warband is harder and pays an item. A market halves the price of everything for one round. A drill yard permanently upgrades one creature in your hand. Then one reward out of three, and the next wave starts.
Common questions
Yes. It runs in your browser with no download, no account and nothing to buy. Your campaign saves on your own device.
A lane defence game. Creatures walk in from the right down five lanes, and you place your own along the left to stop them. Once something is down it fights on its own — your job is deciding what goes where, and when.
Same world, same sprite code, same creatures on screen. But there are ten of them here, chosen and written by hand for this game, rather than the full two hundred from the RPG.
A commander before the campaign starts, which of the ten goes in which lane and how far forward, when to spend on a GROWER instead of a defender, items to hang on the ones already down, and one reward out of three every time you win a round. Anything already on the board can be picked up and dragged somewhere better mid-wave — it costs nothing, it just needs half a second to settle.
Each one bends the whole strategy. One makes everything you place cheaper, one makes everything tougher, one speeds up your income, one gives you a bigger hand and free rerolls, one trades health for damage, and one extends everybody's reach.
No. There is no type chart and no hidden multipliers. A fight is decided by who you bought, where you put them and what they are carrying — nothing else.
Ten, and you see all ten every run. Each does one job: wall, grower, chain, binder, sprayer, splash, mender, spikes, hammer, bomber. Nothing is randomly generated and nothing is hidden behind unlocks.
Ten rounds, each two to four waves. Three breaches loses a round; losing rounds costs you health, and running out ends the campaign. You start defending three lanes and finish defending five.