DesertScorched Crossroads
A boundless ochre flat seamed with forgotten trade roads and dry-river crossings. From the black ruins in the north-west the horde spills toward the ember-lit fortress in the south-east, raising dust as it comes.
Five towers, each rising through three tiers — from a stone footing to a sun-crowned bastion.

Rare, landslide-heavy shots that flatten colossi and dragons.
From skittering goblins to the one-eyed colossus, all the way to the dragon that ends the dunes.

Stocky front-line brutes with real muscle; they soak the fire meant for lesser foes.
Sun-bleached wastes, mirage oases and shifting quicksand. Wander every field where the horde will break.
DesertA boundless ochre flat seamed with forgotten trade roads and dry-river crossings. From the black ruins in the north-west the horde spills toward the ember-lit fortress in the south-east, raising dust as it comes.
DesertA deep, sun-baked ravine cleaves the sands, spanned by only two ancient stone bridges. From the dark gate in the west the horde sets out; in the east looms a grim citadel of black stone. Every road drains to the narrow crossings.
DesertA perfectly mirrored field: twin sand gates in the west, a dark temple in the east, two crossings between, and a carved sun-disc altar at its heart. The two paths echo one another, opening clean lanes for crossfire.
OasisThree serpentine lanes crawl from the western caves and converge on a turquoise oasis where a waterfall breaks the heat. A long, looping road — a gift to any tower planted on the bends.
OasisA dense web of trails fans out from the western caves and draws east into a sprawling turquoise lagoon of palms and stepped pools. The central bridges are your last stand before the horde tastes the water.
OasisA tangled knot of roads and countless small bridges chokes the western half, while in the east a dark fortress sits ringed by a winding turquoise moat. A true labyrinth — every junction is a trap waiting to be set.
EndlessA dense, almost rectangular lattice of fortified lanes and bridges reaches east toward a carved temple-city of turquoise canals and baths. A measured, structured fight — order against order.
QuicksandTwo interwoven serpentine trails with frequent bridges wind over the western half, while the whole east is a slowly turning field of quicksand funnels. Here there is no citadel — the desert itself is the last line.
March across all eight battlefields — twelve swelling waves apiece, a colossus at the gate and the dragon to close the dusk. Claim your stars.
The sand keeps marching long after the sun sets. Stand as deep as your towers will carry you and carve your name into the record.
Colossus after colossus, then the ancient dragon — no waves, no respite, only a trial of raw firepower.
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