Mazeholdのアートワーク$8.09 (−10%)

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One siege. Twenty minutes. No waves. No breaks.

MAZEHOLD is a tower defense roguelite where the horde never stops coming. You build, adapt and fight while the enemies keep pouring in – and at minute 20, the final boss of the world marches on your castle. Hold the keep, or watch it fall.

Every tower is a wall. Every wall is a weapon.

You don't defend a path – you build it. Wall the horde in, send it the long way round and make it march past every tower you own. Double the path, triple it: the longer they walk, the longer they burn. Every run rolls a fresh map layout, so no two mazes are ever the same.

15 towers. 104 combos. Your deck, your build.

Before every run, you pick six towers for your deck. Place them side by side and they lend each other their powers: arrows turn poisonous, mortars rain frost shells, lightning forks and chains through the horde. 104 combos are waiting to be discovered in your Combo Book – and the Forge hides 13 masterpieces.

Every kill makes you stronger. Every choice matters.

Fallen enemies drop XP. Level up mid-battle, pick one of three cards and bend your build in the heat of the fight – or pay gold to reroll and gamble for better. Take three cards for the same tower and the golden card appears: choose one of three transformations, and that tower type plays by new rules for the rest of the run. 45 transformations in total. Rain, snow and storm roll in and change the battle. The plan you start with is never the plan you finish with.

Your castle fights back.

Every tower brings three abilities to your Lab – 45 in all. Research what your deck needs, take up to three into battle, then aim and unleash them straight from your castle: Firestorm, Cannonade, Light Pillar and many more. When your maze is about to break, they are your last line of defense.

Win or lose, every run pays out Fragments. Spend them on permanent upgrades and unlock new towers – you will come back stronger.

Seven worlds. Every one plays differently.

Every siege begins in the Grassland. Then you take your maze into six worlds that bend the rules – each with its own event, its own enemy and its own final boss:

Mountain – rock plateaus extend your range, but rockslides bury your towers.

Volcano – lava rises and scorches your towers. Repairs cost gold.

Swamp – eternal fog cuts your range, and building takes twice as long.

Glacier – the ice carries your towers – until the thaw sinks them.

Graveyard – the fallen come back as apparitions, and the Witching Hour sends them floating through your maze.

Hellmouth – three portals, three full hordes. Merge their paths with your maze – or be overrun.

And then the demons arrive.

Zombies rise again, wolves hunt in packs, rogues leap over your towers and dragons fly straight over your maze – 14 enemy types, each with its own tricks. Mid-siege, the Werewolf, the Necromancer and the Demon General try to break through. And at minute 20, the world's final boss comes for your keep: the Demon Lord, the Stone Giant, the Lava Worm, the Bog Warden, the Frost King, the Butcher – and in the Hellmouth, the Demon Lord in his true form.

Features

Tower defense without waves – one relentless 20-minute siege per run

Build your own maze on maps that change every run

7 worlds, each with its own final boss

15 towers, 104 combos, 45 transformations and 13 forge masterpieces

Build your deck: pick six towers before every run

Draft cards as you level up – reroll if you dare

45 abilities, fired straight from your castle

14 enemy types, 3 demon bosses and 7 final bosses

Rain, snow and storm that change the battle

Permanent progression: earn Fragments win or lose and unlock new towers

Normal, Speed and Chaos modes

Weekly Challenge and Custom Challenges you can share as a code

Over 100 Steam Achievements

Fully playable in 8 languages

Think you can hold the keep? Play the free demo today – and wishlist MAZEHOLD so you don't miss the launch!

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