WilderDashのアートワーク$4.79 (−20%)33%6 user reviews

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The roads to your base are open. Every night, the monsters come.

WilderDash is a tower defense roguelite for one to six players. By day you range across a procedurally generated map, gathering resources and building towers. By night you defend what you built — and if your towers hold, you level up, draw two upgrade cards, and pick one. Then the sun comes up and you do it again: a little stronger, against something a little harder.

Gather by Day, Defend by Night

Explore, gather, and line the roads between the monster spawns and your home base with towers. When night falls, those roads fill up. Anything that reaches your base takes a bite out of it. Some monsters won't even go for the base — they'll aim for your towers instead.

Four Towers, One Kill Zone

Archer Tower — rapid single-target fire

Cannon Tower — slow, heavy, splashes everything where it lands

Stunning Tower — pulses and slows everything caught in range

Healing Tower — heals nearby towers and allies

A good defense isn't about the strongest tower. It's about what you put next to it.

Four Heroes

You're not a camera hovering above the map. You're down on the field, auto-attacking, kiting, and plugging the holes in your own defenses.

Archer — fastest on foot, one clean shot at a time

Wizard — three projectiles per volley, and almost no health to spare

Knight — slow, hard to kill, cleaves everything in sword's reach

Cleric — no attack of their own, but their projectiles heal nearby towers

No Two Runs Alike

Maps are procedurally generated — choose your size and how many monster spawners you're brave enough to face. Every level-up offers two random upgrades: more damage, more health, more speed, sharper towers, or an entirely new auto-attack. Forking lightning. Ricocheting shots. A spiral that shreds everything around you. A line of fire in front of you.

Boss monsters arrive on nights 5 and 10, with the final boss at level 12. Find a seed you love? Run it again.

Alone, or With Friends

Solo, the whole map is your problem. In online co-op you can have one lane per player, or share lanes for an easier run. For more of a challenge, try smaller maps with shorter lanes, higher difficulty settings, and/or more lanes. Oh, and start in the Grasslands. The Desert and Arctic biomes have tower-attacking goblins on night 2.

Three Ways to Play

Standard — the full run of 12 days and nights, all the way to the final boss.

Zen — no waves, no pressure. Just you, a map, and the quiet satisfaction of watching the resource counter climb.

Endless — pick a class, pick five upgrades already maxed out, and start with plenty of every resource. After the first day, night never ends. The wave counter at the top of the screen is the only score that matters.

The night's coming. Build something worth defending.

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