Free to playSeven Hearts Zombies at the gates of Asgard
Lead heroes from seven classes into real-time battles, then take your teams into PvP arenas and guild raids.
Is Seven Hearts worth it?
Seven Hearts is worth it if…
- you enjoy team building more than button mashing, and like a fight where the deck did the deciding
- you want short, colorful sessions that still leave room to optimize
- you like tower defense with a competitive edge, defending on one screen and sieging on another
- you have friends who will raid a boss with you and then attack your towers an hour later
Screenshots
A roster big enough to argue with yourself about
More than 250 heroes, sorted into seven classes: Warrior, Rogue, Archer, Defender, Wizard, Golem and Warlord. That is the raw material, and the fun is in the combinations. A balanced team holds the line while your Archers do the actual damage; a greedy lineup melts enemies but folds the moment something reaches your towers.
You are not stuck with one setup either. Build multiple decks for different enemy types, then swap between them depending on what is coming. Weapons and gear upgrade as you go, so a hero you picked up early can grow into something you actually plan around. With this many options, half the game happens before the battle starts.
Tanks, towers and the art of not losing
Every team leans on its tank, and each tank brings its own set of abilities to the field. Choose the right one and your whole approach to a fight changes; choose badly and you will notice quickly. The store of tactical decisions does not stop there: clear the old Sanctuary towers of Asgard to unlock the Ancient Protectors, mighty powers you add to your deck for the defense side.
Battles play out in real time, so once your plan meets the Undead, things get fast. You are summoning, defending and attacking at once, watching whether your formation holds or whether that one Golem was carrying more than you thought. Preparation decides a lot, but the fights themselves keep you busy.
Rounds with friends, grudges optional
For a social session, this is an easy lobby to jump into. Team up with friends to take on raid bosses, or turn on each other in the PvP arenas: you fortify your defenses and towers, they siege and destroy yours, and then you return the favor. Matches are short enough to fit a few between other things, and losing a tower stings a lot less when it was your friend's fault.
The competitive side runs on the same decks you build anyway, so a co-op night and a ranked climb use the same collection. Guild raids give the group a shared target, and there is something satisfying about a boss falling because everyone brought the right tank.
Can you play it solo?
Can you play it solo?
Yes. Nine different modes include single play alongside the PvP arenas, Sanctuary and guild raids, so there is a full path through the game on your own. You can defend against the Undead, work through the modes and build out your collection without ever queueing against another person. The multiplayer modes are there when you want them, not a gate in front of the rest of the game.
Is it beginner friendly?
The basic setup is easy to grasp: pick heroes, place your team, defend. The depth comes later, once you start digging through 250-plus heroes, tanks, gear and nine modes, and there is a lot to absorb before every system clicks. Early resource income is generous, which softens the start. If you like a game that stays light while you learn its edges, this fits; if you want everything explained up front, expect a bit of experimenting.
How long does a session take?
Short. The modes are built around quick rounds, and the game suits a relaxed stretch after work rather than a committed evening. Auto-battle options let the game run itself while you are away or half-watching, so progress keeps ticking without you glued to the screen. Fair warning from the people playing it: the collecting is more addictive than the idle play suggests, and "one quick round" has a way of turning into several.























