The story
There were a hundred islands.
One remains.
Night after night the Horde has swallowed the middle sea. On the last island stands the Bastion, and its stones remember an ancient magic.
The trailer captions are in Italian.
The Story
Set sail.
The archipelago is waiting.
Hold out for 35 nights on the Bastion and your ship sets sail. Six islands are in the Horde’s hands: each has its own sky, its own enemies, its own music and a lord to defeat. Free them one by one.
Every island you free opens the route to the next one. Your progress is saved.
The islands
Six islands.
Six lords of the Horde.
20 waves per island, 4 bosses each. The last one is the lord of the island.
-
Chapter 2 Ember Island


A wide-awake volcano and goblins who don’t fear fire.
☠️ The Magma Dragon -
Chapter 3 Eternal Ice


Snow that never melts. Slow enemies, tough as ice.
☠️ The Frost Queen -
Chapter 4 Misty Marsh


Dark water and thick fog. Here the shamans heal anyone.
☠️ The Swamp Witch -
Chapter 5 Island of Sands


Golden dunes and ancient ruins. The enemies run fast.
☠️ The Nameless Pharaoh -
Chapter 6 Island of Whispers


Graves, purple fog and voices in the dark. Here the dead rise again.
☠️ The Necromancer -
Chapter 7 Horde Stronghold


The fortress the Horde sails from. The last battle.
☠️ The Horde King
How to play
Three rules. A thousand strategies.
-
1Swap the tiles
By day you have only a few moves: slide a tile onto the next square.
-
2Three of a kind, one tower
Every match raises a tower where the tiles merge. Three identical towers level up: hover a tower and its twins light up.
-
3By night, hold out
The horde climbs the island lane by lane. Your towers fire on their own: keep the castle standing.
Day and night
Build.
Then survive.
A handful of moves to match and merge towers: every match charges your cards too. The preview shows which lanes the horde will come from.
The towers fight on their own. You tap your charged cards at the right moment — and hope you built in the right place.
The towers
Six families. Six ways to strike.
Range matters more than damage: the gold square is the tower, the lit ones are the squares it defends. Hover over a tower (or tap it) to see it attack.
- CrossbowWhole lane
The only one that shoots down flyers.
- CannonWhole row
Sweeps everything that crosses its band.
- FireSmall area
Heavy damage to anything passing close by.
- FrostShort lane
Slows whatever comes at it head-on.
- IceWide area
Low damage, slows the whole zone.
- WallBlocks
Doesn't shoot: it stops the horde and pushes it back.
Enchantments
A pinch of magic
on every soldier.
At Zix’s enchantment stall you pick a power and tap a soldier: the magic ring stays with him, even when he merges with the others.
Ring of fireBurns whoever passes nearby.
Frost auraSlows whoever passes nearby.
Rock skinThe soldier is 60% tougher.
BramblesHolds back whoever comes close for a moment.
ChainEvery shot jumps to a second enemy.
EchoEvery 3 shots, one hits twice.
The horde
Know your enemy.
Twenty-three creatures climb the island, each with its own trick. Here are the first you'll meet.
- Goblin
First to climb. Never alone.
- Dashing Goblin
Fast: slips past before the towers reload.
- Bat
Flies over walls: you'll need the Crossbow.
- Armored Troll
Slow, but its armor softens every blow.
- Berserker
Wounded, it flies into a rage and speeds up.
- Golem
Living stone: halves all damage.
- Shaman
Heals the others: hit him first.
- Lich
Raises the fallen back up.
- Abyssal Lord
Rises from the abyss with four times the health.
…and then wraiths, demons, hunters and dark champions. The higher you climb, the more come down.
Cards and relics
Every run is different.
No energy to count: every match charges your cards, and tiles of their element charge them much faster. When they glow, tap them: BOOM! A new one is drawn right away. Meteors, frost, towers forged on the fly.
At the market you can upgrade them or buy an extra slot in the bar. And boss loot goes straight to the top of your deck.

The merchant
Zix has great stuff.
Legal? …Almost.
Between waves the smuggler opens shop: new cards, relics, upgrades. He's also the one who teaches you the game, comic-style, in thirty seconds. The bill comes later.
Every day Zix opens three stalls (two to visit on fair days): relics, cards, armory, builder, academy and enchantments. You pick one.
♪ A folk island soundtrack: flutes and lutes by day, drums when night falls.
The Barracks
Your soldiers
grow with you.
Spend gems to train them for good: more damage, faster shots, thicker armor. At 8 levels they become veterans with a golden glow, and every family can learn its own magic.

Chests and loot
Every Story boss drops a chest: weapons and amulets, from common to legendary, to give your soldiers in the Barracks. 24 items to find.
The bosses
Seven bosses.
You haven't seen four of them yet.
The Armored BruteWave 5
The Dark KnightWave 10
The King of DeathWave 15- ????Wave 20
- ????Wave 25
- ????Wave 30
- ????Wave 35
Anywhere
On your phone, too.
Play with one finger, in portrait. From the browser you can add it to your Home screen and open it full screen like an app. Every run earns gems for 14 permanent upgrades and 20 blessings: fall, and come back stronger. Two modes: Story and Endless.






Meteor
Architect
Deep Freeze
















