Ring Maze
The maze is already built - and it's full of twists, doorways and dead ends. Your job is to outsmart it: find the perfect spots where one tower covers three paths at once, before the wave finds the path you missed.
One crystal in the middle. Six gates around it. And behind every gate, a wave that's bigger and meaner than the last one. Stack up 180 different towers, mix fire with water and lightning with stone, freeze whole armies mid-step - and find out how many waves you can survive. No download. No waiting. Click, and you're in the fight.
Hex maze · 6 gateswave incoming
The arena is a hexagon with six gates - and every wave pours through all of them at the same time. There's no single lane to camp, no safe corner to hide in. There's the side you defended, and the side you forgot about. The monsters always find the side you forgot about.
And here's the twist: a monster that reaches your crystal doesn't just win. It grabs one of your lives and runs for the exit. Shoot it down before it escapes and you get that life back. So even a "lost" fight isn't over - it's a chase.
Just don't get comfortable. Every few waves, new doors crack open in the walls and the monsters find shortcuts straight through your defense. What worked five waves ago won't save you now.
Every wave has an element. Fire this time. Poison next. You can see what's coming before it arrives - so the real question is: did you build the counter, or are you about to find out the hard way?
Six elements, and every one beats two others. Hit a monster with the element it's weak to and your damage doubles. Hit it with the wrong one and it lands for less than half. Learn the wheel and you're not just building towers anymore - you're building answers.
One button on the join screen changes everything. Same towers, same monsters - completely different battle.
The maze is already built - and it's full of twists, doorways and dead ends. Your job is to outsmart it: find the perfect spots where one tower covers three paths at once, before the wave finds the path you missed.
No walls. No paths. Nothing but open ground between the monsters and your crystal - and your towers are the maze. Every tower you drop bends their path, so a clever build turns a 20-second sprint into a long, painful march past everything you own. One rule: you have to leave them a way through. Barely.
Open Field is for the builders. Zigzags, spirals, dead ends - draw a maze so mean the monsters walk past every single tower you own. Twice. Get it right, and they never stood a chance.
This isn't "same tower, bigger number". Every upgrade puts a brand-new tower on the board - new look, new weapon, new light show. Splashers that clear whole crowds, snipers that delete bosses, rapid-fire turrets that never stop. You start with a few and unlock the rest by playing: the more you use an element, the more of its towers open up.
And at the very top? Towers ascend - fusing a second, then even a third element into one monster of a turret. Getting one online feels like cheating. It isn't. You earned it.
Thorns that grow into a cannon and clear an entire junction in one shot.
Tier 6 · Emberwood Colossus
One colossal hit at a time. This is what you point at a boss.
Tier 6 · Pyre Bore
Smashes and slows in the same swing. Nothing gets past it in a hurry.
Tier 6 · Emberroot Maw
Deep slows over a wide blast. The best crowd control in the game.
Tier 6 · Stormcloak Maw
Four targets at once, all chilled, none of them getting far.
Tier 6 · Squallspray Crown
Outranges everything else you own, and still hits like a truck.
Tier 6 · Zephyr Spire
Splits lightning across four lanes once it's fully grown.
Tier 6 · Monsoon Gyre
Five shots a second. Small waves just evaporate in front of it.
Tier 6 · Stormtide Arc
Fast, wide, and brutal to anything that shows up in a clump.
Tier 6 · Tempest Tide
The widest blast radius in the game. Standing together is a death sentence.
Tier 6 · Caldera Gyre
Costs next to nothing, never stops burning, holds a corner on its own.
Tier 6 · Cinderstone Briar
Throws fire at four separate targets without missing a beat.
Tier 6 · Earthburst Fan
Bursting fungal pods that rot everything standing in the cloud.
Tier 6 · Runeblight Bloom
One fang, one target, one enormous dose. Bosses hate this line.
Tier 6 · Runevenom Lance
A pit of decay that grinds the pack down as it squeezes past.
Tier 6 · Runerot Maw
Carved stones that detonate in rings of raw mana.
Tier 6 · Stormrune Pyre
Splits one beam across four targets and never stops refracting.
Tier 6 · Stormprism Crown
A ward that charges for an age, then deletes something important.
Tier 6 · Stormward Lance
Go wide or go tall. Four cheap towers, or one maxed-out monster? You'll make that call twenty times a run - and it's the difference between a fortress and a pile of scrap.
Dig up the rare stuff and you can fuse two elements into a single tower - and a fusion tower always fights with its stronger half. It's the one thing you can build that no wave can ever counter. Six combos to discover, and pushing one to the top folds in a third element. Expensive? Very. Worth it? Absolutely.
Magma pours a huge, slow blast over a whole junction. Scoria snipes single targets from the other side of the board.
Steam scalds a crowd and chills it in the same breath. Scald is a jet that simply never lets up.
Ashfall rains on four targets at a time. Pyroclast is rapid splash for anything that dares to clump.
Mire drops a wide, sticky bog that halves the pack's pace. Moraine hits long and cold.
Grit is a long-range hammer. Dune throws blinding, slowing splash straight across the lane.
Squall chills four lanes at once. Aurora is fast, wide, and disgustingly pretty about it.
Kills pay gold - but the really powerful things run on materials. Build camps and your little crews mine wood, stone, crystal and rarer treasures while you fight, hauling loads back and forth across the board. Feed those into factories and you forge the two ultimate materials that unlock your strongest towers. Ignore the mining and the waves will remind you why you shouldn't have.
Lumber camps and quarries go up early and pay for the board-wide powers you'll lean on all run long.
Delves and fonts are the only door to a two-element tower. No pile of gold will ever buy one.
The deep pair. Amber seeps and glass kilns feed a fusion line's top rungs - and the smeltery that comes after.
The scarcest stuff on the map. Spore rings and star craters buy the late research: Elemental Attunement, Awakened Base, Heartwood Rebirth.
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.
A starter camp, then an upgrade that sends out more workers, carrying more, faster - and four factory chains on top.
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.
Every camp stays locked until the rung below it has paid for itself. You climb this ladder, you never skip it.
Bases and rock get stripped bare and grow back slowly - or you spend gold and call the entire map back at once.
Thirteen big red buttons - and every one has to be earned first. Freeze the whole battlefield. Drop a burning mountain on the exact spot things went wrong. Bring lost lives back from the dead. They're expensive and slow to recharge, so the real skill is knowing when: the moment you press one is usually the moment that decides the run.
The next wave's lineup shows up before a single monster spawns. Read it right and you'll have the perfect counter waiting. Read it wrong and you'll spend the next minute watching your lives sprint out of the arena. And they don't all play fair: some fly straight over your maze, some jump your walls, and some shoot back.
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
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
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
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
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
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
BuildBuildBuildBuildBuildBreatheBrace
Nearly double the wave before it. You either got ready during the lull or you didn't.
Big body, heavy escort, cloud of small stuff. Splash alone won't cut it. Neither will single-target.
One enormous thing, walking slowly, bringing friends. Use everything you own.
Anything that grabs a life makes a run for the exit. Take it down before it escapes and the life comes straight back. The chase is half the fun - and half the fight.
Any mode, either arena, three difficulties. Pick your poison before the first wave.
You, the circle and the wave counter. Every call is yours, and so is every mistake.
One board, shared lives, everyone building at once. Somebody still has to do the mining. (Not it.)
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 switch sides. Every monster you take down pops back up on your rivals' boards and goes hunting for their lives. The better you defend, the harder their day gets. It's beautiful.
NormalHardNightmare
Sign in and your best runs land on the leaderboard. Or play as a guest and get exactly the same game - minus the bragging rights.
Straight out of real runs. No mockups, no touch-ups, no fake explosions.
Yes, all of it. Nothing to install, nothing to buy, no ads. Jump in as a guest right now; signing in just puts your best runs on the leaderboard.
Nope. Open the page and you're in within seconds. It runs on desktop and on most phones and tablets.
Ring Maze comes with the maze already built - your job is finding the best spots in it. Open Field starts totally empty: your towers are the walls, so the monsters walk whatever path you design. Same towers, same monsters, completely different puzzle.
180 - and they all fight differently. Every element has its own tower families to level up, plus fusion towers that mix two elements into one. The strongest towers in the game combine three.
Fire, air, earth, poison, water and arcane. Every element beats two others: hit the right one and your damage doubles, hit the wrong one and it barely tickles. Reading the next wave and building the counter is the whole game.
Some try. Flyers soar straight over your walls, jumpers hop them, and raiders shoot back at your towers. Not every tower can hit every monster, so a real defense mixes it up.
Up to four of you. Co-op puts everyone on one board defending together. Versus gives everyone their own board - and every monster you kill respawns on your rivals' boards. Last player standing wins.
It doesn't. The waves never stop and never stop growing. You play until your lives run out, and your score is the wave you reached. Then you try to beat it.
You start with a handful and unlock the rest as you play - use an element and it opens up more of its towers. Special abilities are unlocked with materials your camps mine while you fight.
Yes. The whole interface reshapes itself for your thumbs: the build menu slides up from the bottom and tapping a tower opens a ring of buttons right around it. Same game, nothing cut.