Over HEARTHWATCH
A tower defense that rewrites its own board.
You are the Keeper. The Ash Rift opens onto the dark, and everything that walks out of it lost its own fire once. Between them and the Hearth there is you, a handful of towers, and whatever the age you live in knows how to build.
The map does not hold still
Push the Ashen too hard and the Rift answers. Mid-battle the ground splits and a new lane grows across the board — with enemies already walking it. You get a telegraph, a window to build, and compensation for the ground you lose. Then you hold a line you never planned for.
Five elements. Six bonds.
Every tower sits on an elemental cycle, and every enemy resists something. Stand two different elements side by side and they stop being two towers: they become Steam, Magma, Wildfire, Mire, Storm, Sandstorm. Hybrids cut straight through the resistances that punish mono-element play — and they are the only clean answer to some of what the Rift sends.
Two ages. The second one takes the first one away.
Age I is stone, wood and fire, and it teaches you the cycle.
Age II melts that down. Bronze does not care about your cycle — towers carry material properties that meet armor types instead. You smelt named alloys in a crucible between waves, heat and brine stack on enemy bodies as a state you set up and then spend, and a warband of mobile units pushes into the lane instead of waiting behind a wall.
Twenty-two of Age II's cards do not exist in Age I and never will. Knowing Age I well is not an advantage here. It is a habit you have to unlearn.
A run, not a level select
Each age is a fourteen-layer branching campaign you choose a path through: battles, ember veins, warded chests, gates that will not let you pass with the wrong build. Between fights you draft from that age's own deck — not flat percentages, but conditional engines that pay off for killing with a hybrid, for keeping a warband alive, for what you cast in the forge. Rare and epic cards get likelier the deeper you go.Bosses that ask a question
The Ash Warden. The Frost Herald. The Tarnished King. Each one shifts its resistances between phases and drags an escort behind it, so the fight is never "more damage" — it is whether the board you built can answer four different problems in a row.
And a cat
DUMAN watches the Hearth with you, judges your tower placement, counts every leak out loud, and offers nothing else.What the Ashen were
No chronicle records what they were before the ash. Age II answers it plainly, once — and opens a larger question underneath it.Features
- Mid-battle map morph — the arena tears open and a new lane inks in, telegraphed and compensated
- Two full age-campaigns — 14 branching layers each, with their own towers, enemies, bosses and cards
- 10 towers, 12 hybrid fusions, 39 enemies across the two ages
- 52 upgrade cards with a rarity draft that sharpens as the run gets deeper
- Multi-phase bosses that change resistance between phases
- Multi-route maps, telegraphed waves, and a bounty for calling them in early
- Live-rendered vector art — no textures, every line drawn at runtime
- Narrated chronicle interludes in English; interface and subtitles in English and Turkish
No Ash was born as ash.
Every Keeper believes they guard the Flame.