Maze Warden TD: Tower Defense

byBrownaro Studios LLC
You build the maze. They walk it.
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Status
RELEASED
Launch
TBA
Genre
Tower Defense
Visuals
Fantasy
Platforms
iOS
Mobile
Price
FreeADS · IN APP PURCHASE
Players
SingleSolo
Rating
7+Age rating

Media Assets

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Game Description

The path is empty until you draw it. Maze Warden TD is a tower defense game where the maze is the weapon. There is no fixed lane. You lay the walls, carve the switchbacks, and decide whether the goblins take the short road or the long, ugly, thoroughly defended one.

Walls go anywhere the path survives, and a preview shows exactly how the enemies will reroute before you commit one. Sixteen towers, no two alike: ballistas that pierce a column, chain lightning that leaps between targets, a collector that pays you gold for every kill in range. Terrain matters too. Highland gives range, leystone cuts cooldowns, and lakes cut the board in half unless you route across the causeways.

There is a 200-level campaign across ten regions with a real ending, an endless survival mode, a weekly event, and a daily siege played on one seed that everybody in the world gets. No account, no energy timers.

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maze buildingcampaignsingle playerleaderboardsdaily challenge

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AI Disclosure*

AI was used. Where: Art - the app icon, the painted UI icons (including the four Warden power icons and the boon and relic icons), the collection flair badges, two hero cards and the offline-gate image were generated with Recraft. The store feature graphic is a render of a real in-game board, but it composites that app icon. Gameplay art is not AI: every tower, creature, terrain tile and combat effect is licensed art from the Craftpix Tower Defense 2D Game Kit, and the plain UI glyphs are Phosphor (MIT). We moved the gameplay art off AI in the 1.5.0 update, and the remaining menu and branding art is the next pass. Code - written with AI assistance, directed and reviewed by us. Writing - store and marketing copy drafted with AI assistance. Audio - no AI. Kenney CC0 recordings processed by our own scripts, some effects synthesized in-repo, and CC0 music from OpenGameArt.


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