A game by Chaotic Phoenix
TD Survivor
Tower defense on the steppe: mix elemental towers, outlast the Mongol horde.
For Android phones, played in landscape. No ads, no purchases, no account, and no internet needed.
See it
One fortress against the horde
An Eastern fortress stands alone on the steppe, and the Mongol horde is riding in. Its archers shoot on their own: your job is the build. Between the waves, spend your gold on random cards and turn one fortress into a wall of fire, stone, steel, water and wood.
Towers that fight on their own
- 95 towers in four tiers, from Common to Legendary. Each one stands on the fortress and shoots by itself, in its own element, at its own rate.
- Ballistas and crossbows, slings and twin bows, catapults and lightning rods, shrines that call up a phoenix or a golem, harpoons that strip the riders' armor.
- No limit on how many the fortress holds: when the walls are full, towers ring round it.
A shop of random cards
- Towers on the left, upgrades on the right. Reroll what you don't want, lock what you're saving for.
- An upgrade raises an ability on every tower that has it: one burn card makes every burn hotter.
- Everything stacks. Build into an element's focus, then its ultimate, one a run: Armageddon, Petrify, Blade Storm, Tsunami or Wrath of the Forest.
Elements against armor
- Every element beats one armor and is weak against another, and the chart beside the board shows which: Fire melts Metal, Water puts out Fire, Wood breaks Earth.
- Each wave rides in its own armor, and later waves mix them. Mix your towers to answer the horde.
Two ways to play
- Circle: the horde rides laps round the fortress. Let more than 100 stay alive and you're overrun.
- Tower Attack: the horde charges from every side. Keep the fortress standing.
The Great Khan
After 30 waves the Great Khan comes himself. In the Circle he can't die: deal him all you can in a minute. In Tower Attack, bring him down before he brings down the walls. Beat him and the run is won. It's meant to be hard.
Made for phones
- Landscape, made for your thumbs: tap a card to buy it, hold it to read it whole.
- A run you leave part-way is kept: pick it up where you stopped.
- Music from period instruments: zither, harp, fiddle, bamboo flute, war drums, gongs and throat singing.
- Settings for text size, high contrast, reduced flashing, screen shake and more.
- No ads, no purchases, no account, and no internet needed.
Meet the horde
The riders in the order they show up. Each wave rides in one armor, and the riders wear its colour; later waves ride in with traits: armored, blessed, evasive, immortal, splitting in two.
Horse archer
The horde's riders, ten to a wave at first.
Heavy lancer
Armored: takes half the damage.
Shaman
A healer: when one dies, the riders round it heal.
Raider
Every fifth wave, a swarm of them: four times as many, each far weaker.
Eagle
Flying: earthquakes, roots and golems' slams can't touch it.
The Khan
Every tenth wave, alone: twelve times a rider's health.
The Great Khan
After wave 30, the last. Nothing slows him, roots him or stops him.
The fortress grows
It grows with its towers.
The elements
Each of the five beats one armor (×1.5) and is weak against another (×0.5), as the chart beside the board shows. Normal is the archers the fortress starts with; Divine is the Divine Bow, a Legendary tower.
Normal
Strong against none. Weak against every armor (×0.75, Divine ×0.5).
Fire
Strong against Metal. Weak against Earth.
Earth
Strong against Water. Weak against Metal.
Metal
Strong against Wood. Weak against Water.
Water
Strong against Fire. Weak against Wood.
Wood
Strong against Earth. Weak against Fire.
Divine
Strong against every element's armor (×1.5, Unarmored ×2). Weak against none.