
A castle defense you fight in person. Between waves you spend your gold on swordsmen, archers, traps and barricades; when the horn sounds you take the field yourself, sword and bow in hand. Solo, in co-op for up to four, or from the horde's side.
Modeled estimate, not a reported figure. How we estimate →
About
Most defense games leave you watching from above. Here you go down to the wall.
You spend the match's gold on swordsmen and archers, plant spikes, braziers and nets, raise barricades, reinforce the gate and decide where to hide the princess. There is never enough gold: a better sword for you, or two swordsmen for the wall? The window reopens between waves — at a markup.
Third-person combat with weight: a sword combo with a finisher, a bow with real draw and arrow drop, block, parry and a dodge with proper i-frames. Nine mana abilities and six buyable weapons that change your cadence, stamina and knockback. On foot or on horseback, by day or by night, in rain or snow.
Sixteen enemy types, each with a job: rams that break doors, climbers that raise ladders against the wall, infiltrators that go for the back gate, catapults that shell you from range, commanders whose aura pushes their own forward. Nobody knows where the princess is until a scout sees her and word spreads. Kill the one giving orders and morale breaks — the wave routs.
Your village burns and the road to the capital runs through a taken forest, a river, a snowbound pass and one last siege. You recruit companions who follow you across chapters, choose which way to go, and what you earn on the road shows up in the final battle.
You can play the whole siege as the horde. It isn't a separate mode: it's the same match seen from outside. You choose where to set the trebuchet and what to open the breach with, against a defense that buys and places on its own between waves — or against other players.
Troops that survive a wave get promoted: a name of their own, a stripe and more health. And every piece takes three upgrade levels by aiming at it, so upgrading really competes with buying another.
At the end of each wave you draft one of three relics from a pool of thirty-six, and none of them is "+10% damage". There are pacts that charge a price you can see, synergies that depend on how you play, and cards that change what you pay attention to. No two runs feel alike.
Keep Valley — meadow, lake, village and harbour below the castle.
Winter Waste — snow, long nights and wolves that hunt in the dark.
Willow Bridge — a plain split by a river. No stone walls: a palisade outpost, two lines you give up in order, and a bridge you can drop when it can't be held any longer. After that the horde swims across, slow and exposed.
Day and night cycle, four seasons, rain and snow. Villagers with trades, livestock, deer that bolt, wolves that hunt after dark and a bell in the square you can ring. The castle is fully walkable inside, and the ground remembers where you fought: grass gets trampled, stone gets sooty, blood dries.
Public and password-protected rooms, text chat, tactical map pings and a squad report at the end. Full controller support, remappable keys and eight interface languages.
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Languages: English*, French, German, Spanish - Spain, Simplified Chinese, Spanish - Latin America*, Japanese, Portuguese - Brazil, Russian*languages with full audio support
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 0 | — | Free | |
| $8.6M | 14.9K | 86% | $29.99 | |
| $529.1K | 629 | 72% | $34.99 | |
| $55.4K | 518 | 65% | $4.99 | |
| $21.2K | 59 | 59% | $11.99 | |
| $8.2K | 24 | 71% | $14.99 |