Plant towers, hold the Nexus. A pixel-art tower defense where population caps how wide you can build, gold and mana decide what you build with. Draft augments as you level, spend gems on a permanent power-up tree, and find out how long your walls hold.

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About This Game

Hold the Nexus

The corrupted forest sends its creatures down the road, the goblins muster in the hills, and the only thing between them and the Nexus is what you can afford to build before the next wave calls. Towered is a pixel-art tower defense about a defence that grows, run by run, out of the choices you make under pressure.

Build a defence, not a wall

Eighteen towers, each with a job. Archers and cannons for weight of fire, wizards and lightning rods for what armour cannot stop, fountains to slow a charge to a crawl, barracks that put your own soldiers in the horde's path. Windmills and mana pots earn nothing on their own — they pay for everything else.

  • Two currencies, two build orders. Gold and mana are earned differently and spent differently, and a defence that ignores either one stalls halfway through the night.

  • Population caps how wide you build. Every tower reserves a slot the moment you place it, so a maxed-out field isn't a wallet problem any more — it's a room problem. Widen the cap or start building tall instead.

  • Upgrade trees per tower. Every tower you commit to branches, and the branches are exclusive — the archer you specialise is not the archer someone else specialised.

  • Place, don't paint. Range, line of fire and the shape of the road matter more than how many towers you fit on the map.

Nothing you build is safe on arrival

A placed tower doesn't fight back right away — it stands there, pale and unarmed, for as long as it takes to finish going up. Rush a wall under pressure and you're paying for towers that can still be swarmed before they land a single shot. Outgrown a placement, or need the gold back mid-run? Recycle it for a partial refund instead of eating the loss. Building fast and building safe are different plans, and the game makes you pick.

Every run leaves something behind

  • Augments mid-match. Level up, pick one of three, and reshape the run — sharper arrows, faster casts, a Nexus that pays you, a variant that turns a tower into something else.

  • A permanent power-up tree. Gems earned in matches buy nodes that persist across every run after: new towers, new starting slots, new ways to open.

  • Quests and a collection book. Unlock the roster by playing it, and read back every tower, enemy and item you have met.

Twenty-one ways to lose the Nexus

Dryads, satyrs, pixies and huntresses out of the corrupted forest. A goblin horde with a King at the end of it. Bandits who show up when the merchant does. They come in bands, they flow around your towers, and they do not stop at the road.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Dual-core 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.3 compatible, 1 GB VRAM (Intel HD 4000 or better)
    • Storage: 500 MB available space
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Quad-core 3.0 GHz
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU with OpenGL 4.5 support
    • Storage: 500 MB available space
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