HexelTD

Build the maze.Hold the circle.

Six gates on the rim. One crystal in the middle. Something worse coming through every minute - and now some of it flies. Six elements on one brutal wheel, 180 towers to climb, fusions that weld two elements into a single turret and ascensions that stack on a third. Two arenas to hold - one already built, one you build yourself. One tab. No install. Straight in.

Hex maze · 6 gateswave incoming

Wave 01Build phase/The circle

They come from everywhere. Where you build is the whole game.

The arena is a hexagon: six gates on the rim, six walls of hedge between them and the crystal, gaps punched through every one. Every gate feeds eight completely different ways in, and a wave spreads itself across all of them instead of politely queuing down one lane. That's 48 routes running at you. There is no choke point to camp. There is the ring you covered, and the one you didn't.

Reaching the middle isn't even the end of it. Anything that touches the crystal grabs a life and sprints back out with it. Chase it down before it reaches the rim and you get the life back. Let it go and it's gone for good.

And the maze keeps opening up. Every five waves, fresh doors crack open in the hedges, routes get shorter, and the corner you fortified stops being the only way through. Nothing you built is wasted - it just stops being enough.

Every wave has an element. Fire this time. Poison next. Arcane on the one you were saving gold for. Your towers are permanent, the wave never is - and the moment that clicks, you stop guessing and start building.

The elemental wheel

  • Fire beats Air & Earth2.0×
  • Air beats Earth & Poison2.0×
  • Earth beats Poison & Water2.0×
  • Poison beats Water & Arcane2.0×
  • Water beats Arcane & Fire2.0×
  • Arcane beats Fire & Air2.0×

Six elements, and every one beats the next two. Hit an element you beat and the damage doubles. Hit one that beats you and it lands for less than half - and the deeper the run goes, the harsher the wheel gets: past wave 36, off-element damage withers to almost nothing. Same tower, same monster, wildly different wave.

NewBoard select/Two arenas

Pick your arena. Same towers, opposite problem.

One button on the join screen, and it changes everything about how you play. Same 180 towers, same monsters, same elemental wheel - completely different question to answer.

Ring Maze

The maze is already there and it's out to get you. Six hedge walls, doors punched through them, and every plot is a spot beside a road somebody else drew. Your job is reading it: find the plots that cover three corridors at once before the wave does.

Open Field new

No hedges. No corridors. Nothing. Bare ground from the rim to the crystal, and your towers are the walls. Every turret you drop bends the path, so a good build turns a 20-second sprint into a two-minute death march. One rule: you can never seal it. Leave a way through, or the game won't let you build.

Open Field is the builder's mode. On the ring board you play the maze you were given. Here you draw it - switchbacks, dead ends, a long ugly spiral that walks the whole wave past every tower you own, twice. Get it right and the same gold buys you four times the shooting.

Wave 02Build phase/Towers

Twenty-four tower lines. Six tiers each. 180 towers, all of them fight differently.

This isn't "same tower, bigger number". Every element fields four shapes of violence - a splasher, a multishot, a sniper and a short-range bruiser - and every rung is a new model on the board: new silhouette, new weapon, new light show, so you can read your own defence at a glance. Four lines are open from the first second. The rest are earned mid-run by actually playing an element: go wide in it to open new lines, go deep to open higher tiers.

And the top of every line ascends: tiers five and six weld a second, then a third element into the same turret - a tower that fights on the best of its matchups and closes its line's blind spot. Ascension is priced in alloy and runecore, the two materials no mine ever spits out.

Earth Hits like a falling tree. Slow, mean, absolutely final.

BrambleSplash

Thorns that grow into a cannon and clear an entire junction in one shot.

Tier 6 · Emberwood Colossus

SpikeSingle target

One colossal hit at a time. This is what you point at a boss.

Tier 6 · Pyre Bore

RootSlow + splash

Smashes and slows in the same swing. Nothing gets past it in a hurry.

Tier 6 · Emberroot Maw

Water Freezes the pack solid so everything else gets free shots.

FrostSlow + splash

Deep slows over a wide blast. The best crowd control in the game.

Tier 6 · Stormcloak Maw

SprayMultishot

Four targets at once, all chilled, none of them getting far.

Tier 6 · Squallspray Crown

TorrentLong range

Outranges everything else you own, and still hits like a truck.

Tier 6 · Zephyr Spire

Air Fires ridiculously fast and sprays down a whole lane.

StormMultishot

Splits lightning across four lanes once it's fully grown.

Tier 6 · Monsoon Gyre

ArcRapid fire

Five shots a second. Small waves just evaporate in front of it.

Tier 6 · Stormtide Arc

GaleFast splash

Fast, wide, and brutal to anything that shows up in a clump.

Tier 6 · Tempest Tide

Fire Loud, huge, and the only real answer to a hundred bodies.

InfernoHeavy splash

The widest blast radius in the game. Standing together is a death sentence.

Tier 6 · Caldera Gyre

WickCheap + close

Costs next to nothing, never stops burning, holds a corner on its own.

Tier 6 · Cinderstone Briar

FlareMultishot

Throws fire at four separate targets without missing a beat.

Tier 6 · Earthburst Fan

Poison newDoesn't kill fast. Kills certain.

BlightSplash

Bursting fungal pods that rot everything standing in the cloud.

Tier 6 · Runeblight Bloom

VenomSingle target

One fang, one target, one enormous dose. Bosses hate this line.

Tier 6 · Runevenom Lance

RotShort range

A pit of decay that grinds the pack down as it squeezes past.

Tier 6 · Runerot Maw

Arcane newPure spellfire. Nothing on the wheel outranks it for long.

RuneSplash

Carved stones that detonate in rings of raw mana.

Tier 6 · Stormrune Pyre

PrismMultishot

Splits one beam across four targets and never stops refracting.

Tier 6 · Stormprism Crown

SigilSingle target

A ward that charges for an age, then deletes something important.

Tier 6 · Stormward Lance

Go wide or go tall. The plots that cover four routes at once run out long before your gold does. Four cheap towers, or one tier-6 monster on ground you already hold? You'll make that call twenty times a run, and it's the whole difference between a defence and a junkyard.

Wave 03Build phase/Fusion towers

Two elements. One tower. No bad matchup, ever.

Mine the rare stuff and you can weld two elements into a single tower - and a fused tower always fights on its better half. It is the only thing you can build that the next wave's element can never punish. Six pairings, two lines each, and the two sisters are never shaped the same: one splashes, one snipes. Push a fusion to its final rung and it ascends too, folding a third element in. Expensive, slow to reach, worth every minute of mining.

Fire + Earth

Magma pours a huge, slow blast over a whole junction. Scoria snipes single targets from the other side of the board.

Fire + Water

Steam scalds a crowd and chills it in the same breath. Scald is a jet that simply never lets up.

Fire + Air

Ashfall rains on four targets at a time. Pyroclast is rapid splash for anything that dares to clump.

Earth + Water

Mire drops a wide, sticky bog that halves the pack's pace. Moraine hits long and cold.

Air + Earth

Grit is a long-range hammer. Dune throws blinding, slowing splash straight across the lane.

Air + Water

Squall chills four lanes at once. Aurora is fast, wide, and disgustingly pretty about it.

Wave 04Harvest/Camps & mines

Gold buys towers. Everything worth having comes out of the ground.

Kills pay gold. Everything else you mine - eight materials, each with its own camp on the rim and its own little crew hauling loads back and forth while you fight - and the two that matter most you don't mine at all: alloy and runecore are forged, in factories that eat your stockpiles on a batch clock. Skip the economy and you hit a wall at exactly the moment the waves stop being polite.

  1. Wood Stone

    Your first real abilities

    Lumber camps and quarries go up early and pay for the board-wide powers you'll lean on all run long.

  2. Crystal Essence

    Opens a fusion tower

    Delves and fonts are the only door to a two-element tower. No pile of gold will ever buy one.

  3. Amber Obsidian

    Completes a fusion

    The deep pair. Amber seeps and glass kilns feed a fusion line's top rungs - and the smeltery that comes after.

  4. Glowcap Starmetal

    The run-saving powers

    The scarcest stuff on the map. Spore rings and star craters buy the late research: Elemental Attunement, Awakened Base, Heartwood Rebirth.

  5. Alloy Runecore

    Ascension's price new

    Forged, never mined: factories smelt stone, amber and obsidian into alloy, press wood, glowcap and starmetal into runecore - the only coin tiers five and six accept.

20 buildings, two per chain

A starter camp, then an upgrade that sends out more workers, carrying more, faster - and four factory chains on top.

Factories run on placement

A factory doesn't mine - it drains the camps around it. Site it well and it never idles; site it badly and your ascension budget starves.

Earned, not handed over

Every camp stays locked until the rung below it has paid for itself. You climb this ladder, you never skip it.

The forest runs out

Bases and rock get stripped bare and grow back slowly - or you spend gold and call the entire map back at once.

Wave 05Lull/Abilities

For when it's already going wrong.

Thirteen buttons across the bottom of the screen. None of them are handed to you. Each has to be researched first, and each asks for something specific: build a camp, bank some stone, kill 500 things, push a tower deep. Pay it once and the button is yours for the rest of the run - expensive, on a long cooldown, for the exact moments that decide it.

Deep Freeze

Locks every monster on the field in black ice. This is the panic button.

280 stone165s

Cataclysm

Point at the mess. Drop a burning mountain on it. Instantly.

200 stone300 gold140s

Firestorm

Sets the whole maze alight and burns everything still walking through it.

220 wood180 stone175s

Awakened Base

Old roots wake under every turret: builds finish instantly, and everything hits harder, further and faster.

260 wood22 glowcap185s

Elemental Attunement

The wheel bends to you: for a spell, every tower hits like it's the wave's worst nightmare.

26 glowcap26 starmetal240s

Shatterstone

Splits every hide and shell on the field - for a spell, armor stops mattering.

300 stone175s

Ironbark Bastion

Hardens every tower and camp to old ironwood: all damage mended at once, raider fire shrugged off.

240 wood180 stone190s

Heartwood Aegis

Closes a ward over the crystal: the next six stolen lives never leave the board.

300 wood170s

Heartwood Rebirth

The base grows back through its own wounds and hands you five lives you already lost.

34 glowcap30 starmetal300s

Bounty of the Wilds

The land gives everything at once: every node refilled, every camp driven, every kill paying richer.

180 wood240 gold200s

Versus only Three buttons you can only aim at another player.

The Wild Hunt

Drives a warband onto every rival's field at once. Whatever it steals, it brings home to you.

420 gold34 glowcap210s

Withering Blight

Rot takes hold in every rival's timber and stone. Their towers hit slower and softer while it lasts.

340 gold30 starmetal240s

Crimson Tide

While it runs, every single thing your towers kill stands back up on your rivals' boards.

380 gold28 glowcap28 starmetal280s

Single-tower boosts

  • Overcharge · double fire rate
  • Focus Lens · +70% range
  • Heavy Rounds · +90% damage
  • Frost Core · adds a deep slow
  • Scattershot · +2 targets
  • Blast Cap · wider splash
  • Armor Pierce · ignores armor
  • Gilded Roots · +80% gold

Wave 06Spike/Enemies

75 monsters, and you get to see the list first.

The next wave's roster shows up before a single monster spawns. Read it right and you build the answer with time to spare. Read it wrong and you spend the next ninety seconds watching your lives walk out of the arena. And they don't all walk anymore: some fly straight over your maze, some jump your walls, and not every tower can answer either.

Fast, tiny, everywhereSwarm

Spore Ticks and Gale Sprites barely hit at all. They just show up in their hundreds, from every gate at once. Bring splash damage or bring more lives.

Spore Tick · Green Whelp · Wisp Swarm · Gale Sprite

Slow walls of meatArmored

Coral Brutes and Stone Golems soak everything and shrug off chip damage. You need something that hits once, and hits properly.

Coral Brute · Stone Golem · Abyss Hulk · Treant

These ones shoot backRaiders

Slag Mortars and Shard Lancers shoot back, wrecking your towers and camps on the way past. Your buildings patch themselves up between waves - if they survive to see one.

Slag Mortar · Flint Slinger · Shard Lancer · Brine Spitter

Your maze means nothingFlyers · new

Storm Kites and Prism Drakes take the straight line over every wall you own. Ground-slam towers can't touch them - you need guns that look up.

Storm Kite · Cinder Moth · Brine Gull · Prism Drake

They hop the wallsJumpers · new

Fen Leapers and Blink Stalkers walk your maze - until they vault a wall and skip half of it. Their hops are budgeted, but a slow sniper never lands one.

Fen Leaper · Boulder Leaper · Tide Skipper · Blink Stalker

Every 35th waveBosses

Cinder Drake. Plague Ogre. Oblivion Herald. Rime Leviathan. Twelve of them, two per element - enormous, escorted, and never the same one twice in a row.

Cinder Drake · Plague Ogre · Oblivion Herald · Rime Leviathan

The seven-wave rhythm Five normal waves, one breather, then something horrible.

BuildBuildBuildBuildBuildBreatheBrace

Every 7th · spike

Nearly double the wave before it. You either got ready during the lull or you didn't.

Every 14th · siege

Big body, heavy escort, cloud of small stuff. Splash alone won't cut it. Neither will single-target.

Every 35th · boss

One enormous thing, walking slowly, bringing friends. Use everything you own.

Anything that grabs a life is sprinting for the exit. Kill it on the way out and the life comes straight back to you. That chase is half the fight - and it's why a tower aimed at the rim is never a wasted tower.

Wave 07Lobby/Modes

Alone, together, or at each other's throats.

Any mode, either board, three difficulties. You decide all three before the first wave.

Solo

You, the circle and the wave counter. Every call is yours, and so is every mistake.

Co-op

One board, one pool of lives, everyone building at once. Somebody still has to volunteer to do the mining.

Versus

Up to four players, one board each, the same waves hitting all of you. Last one standing wins.

In versus, your kills don't die - they relocate. Every monster you put down gets back up on your rivals' boards, and any life it steals over there lands on your lifebar. Defending well is attacking: hold your own circle and you're feeding everybody else into the grinder while you do it.

NormalHardNightmare

Sign in and your runs get ranked by the wave you reached, per mode. Or play as a guest and get exactly the same game, minus the bragging rights.

Wave 08Live/The board

This is it running.

Straight out of a real run. No mockups, no touch-ups, no fake explosions.

A wave in progress across the whole ring maze, with the build menu on the left, the hostiles list on the right and the minimap in the corner
Mid-run: your whole defence, what's on the field right now, and exactly what the next wave is bringing.
A selected tier-4 tower with a ring of actions around it and its readout underneath: element, range, damage, attack speed and splash radius
Tap any tower and the actions wrap around it - upgrade, sell, boosts - with its full readout underneath.
The open field board: no hedges anywhere, with the player's own towers forming a switchback maze from the rim to the crystal
Open Field: not one hedge on the board. That maze is somebody's tower budget.
Monsters threading inward through the hex rings toward the crystal while towers fire on them
They thread inward from all six gates at once. There is no single choke point to camp.
The HexelTD join screen with mode, board, difficulty, name and colour selection
Pick your fight: solo, co-op or versus, either board, three difficulty tiers. Guests get in with one tap.

Before you hit play

Is it actually free?

Yes, all of it. Nothing to install, nothing to buy, no ads in the arena. Play as a guest right now; signing in only puts your runs on the leaderboard.

Do I need to download anything?

No. Open the page and you're in, usually inside ten seconds. It runs on desktop and on a decent phone or tablet.

What's the difference between the two boards?

Ring Maze is the built one: a hexagon of hedge walls with doorways that widen every five waves, and you build in the plots beside the corridors. Open Field is bare ground - your towers are the walls, so the route is whatever you leave open. Same towers, same monsters, totally different puzzle. You pick one on the join screen.

How many towers are there?

180, across 36 upgrade lines - twenty-four single-element lines that go six tiers deep, plus twelve fusion lines that mix two elements. The top tiers of every line ascend, welding a second and even a third element into one turret.

What are the six elements?

Fire, air, earth, poison, water and arcane, on one wheel where every element beats the next two. Strong hits land for double damage, weak ones for less than half - and the deeper the run goes, the harsher the wheel gets.

Can monsters get past my maze?

Some try. Flyers soar straight over your walls, jumpers hop them a limited number of times, and raiders shoot back at your towers and camps. Not every tower can hit every body - big slow slammers can't reach flyers, slow snipers can't track jumpers - so a real defense mixes roles.

Can I play with friends?

Up to four of you. Co-op puts everyone on one board sharing one pool of lives. Versus gives each player their own board and the same waves - everything you kill gets sent onto theirs, and three sabotage abilities exist only in that mode.

How does a run end?

It doesn't, until you do. Waves scale forever and there is no final boss. Your score is the wave you reached when the last life walked out the gate.

Do I have to unlock towers every run?

Four lines are open from the first second. The rest get earned during the run by playing their element - going wide opens new lines, going deep opens higher tiers. Abilities are researched with what you mine and forge.

Does it work on a phone?

Yes, and the interface rebuilds itself for it: the build menu becomes a bottom sheet you thumb through, and tapping a tower opens a ring of actions right around it instead of a side panel. Same game, same board, nothing cut.

Ready when you are

The base needs a warden.

Play free now