
Pyrewarden
A real-time fantasy tower defense where adjacency matters. Master 12 magic schools, blend them through 66 unique synergies, and defend across 21…
Morass Games gathered eight titles where you plan defenses, climb city ranks or face tombs and swarms, each built around clear systems and direct choices.
Systems and consequences link the catalogue, and you feel that in how often placement, trade or build order decides the outcome. Pyrewarden asks you to arrange towers and combine schools of magic, Concord Quarter moves you from dock work toward shops and civic influence, and Krevholt sends you down with drafted skills and looted gear. Around them you get town questioning, fen rebuilding, shared spellcasting and swarm survival, all focused on learning rules and using them well.

A real-time fantasy tower defense where adjacency matters. Master 12 magic schools, blend them through 66 unique synergies, and defend across 21…

A detective RPG with no combat in it. Question a river town that would rather you left, gather what people let slip, and name the guilty party…

Refound a holding in the drowned Vreldsath fens. Nothing regrows, every load is carried home by hand, and what crawls out of the Sundered Places…


A couch co-op spellcaster for one to four players. Aim every spell by hand, jump what you cannot walk around, and read fifteen bespoke bosses well…

Rob the famous Krevorn tombs of the Iron-Fog Coast. Build a hero, draft your abilities, wear what you loot and melt the rest, and go down as far as…

A gothic isometric action RPG you can finish in an evening. Walk a province where the dead rise because something is owed, pick one of eight…

A fantasy survivors roguelite. Lead a lone Concord Warden through short swarm missions, draft auto-casting spells as you level, and carry your build…