A stylized 2D isometric tower defense in the classic wave tradition. Build beside a fixed road, socket sigils that change what each tower can hit, and draft a permanent twist to the run's rules between waves. Every counter is readable in-game. Hold the line to wave 24.

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About This Game

Hold the road

Heroswarm is a 2D isometric tower defense in the classic wave tradition. Enemies walk a fixed road. You build beside it, spend what each wave pays out, and try to reach wave 24 with lives to spare.

A tower is what you socket into it

Every tower starts simple. An Emberfall Brazier burns groups over time; a Hoarfrost Spire slows them; a Nightveil Sniper takes single-target shots from anywhere on the map. Then you socket sigils, and the sigil decides what that tower actually is.

  • The Open Eye lets a tower target Veiled enemies that nothing else can touch.

  • The Ceaseless Turn ramps its attacks up to 40% faster the longer it keeps dealing damage.

  • The Breaking Wedge takes an armour class and hits it harder every time.

  • The Widening Maw broadens blasts, pools, chains and auras.

Two sigils per tower, first and second, and both are permanent. The line you finish a run with is one you built, not one you bought.

The counters are readable, not memorised

Five damage types — Cinder, Rime, Flux, Lumen, Kinetic — against five armour classes. The full matrix is a page inside the game you can open mid-run, so you can look up what a plated Colossus shrugs off before you spend the gold, not after. Blightpods that split when they die, Wardbearers behind a shield that reforms, Standardbearers that blunt every hit landing near them, Revenants that heal faster than a thin line can hurt them: every one of them has a written answer, and the game will show it to you.

Draft the rules of the run

At set waves the run stops and offers you a choice of cards. Whatever you take is permanent for that run, and it changes a rule rather than a number: paid towers may stand on the road and let enemies walk through them; a deep cold stops chilled enemies regenerating; a mortar shell abandons its predicted landing and chases the body it was aimed at. Two runs on the same map do not play the same way.

Spend, earn, and undo

Gold comes from kills, from wave payouts, and from the Gilt Coffer — an economy tower you specialise toward liquid income or a growing bank, with a Gilt Beacon to lift the Coffers around it. Every tower can be sold back for 70% of what you put into it, so a line that stopped working is a decision you can take back, not a run you have to restart.

Progression that widens, not inflates

Clearing maps on Standard earns new tactical options — more sigils, more towers, and Limited Deployment, which caps you at five towers standing against exactly the same waves. Nothing you unlock makes your numbers bigger. It makes your decisions wider, and the starting toolkit stays viable all the way through.

Read every leak

When something reaches the end of the road, the game tells you what it was and why it lived — including how many of your towers had it in range and still could not legally fire on it. That is the difference between a line you built wrong and a line you built in the wrong place. Pause whenever you like, run at 1x, 2x or 3x, and take the map apart between waves. Nothing here is hidden from you except the next wave.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit or Windows 11
    • Processor: x64 dual-core, 2.5 GHz or faster
    • Memory: 4 GB RAM
    • Graphics: DirectX 11 compatible GPU with 1 GB VRAM (Intel UHD 620 / GeForce GT 1030 or better)
    • DirectX: Version 11
    • Storage: 1 GB available space
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