HexelTD

The monsters keep coming.Make them regret it.

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

Wave 01Build phase/The circle

They come from everywhere. All at once.

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?

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 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.

NewBoard select/Two arenas

Two arenas. Two totally different games.

One button on the join screen changes everything. Same towers, same monsters - completely different battle.

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.

Open Field new

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.

Wave 02Build phase/Towers

180 towers. Every single one fights differently.

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.

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. 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.

Wave 03Build phase/Fusion towers

Two elements. One tower. Zero weaknesses.

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.

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. The good stuff comes out of the ground.

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.

  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 everything's on fire. Or should be.

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.

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 a sneak peek at every wave.

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.

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 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.

Wave 07Lobby/Modes

Solo run, squad up, or all-out war.

Any mode, either arena, three difficulties. Pick your poison 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, shared lives, everyone building at once. Somebody still has to do the mining. (Not it.)

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 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.

Wave 08Live/The board

This is what you're walking into.

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

Mid-run: your whole defence, what's on the field right now, and exactly what the next wave is bringing.
Tap any tower and the actions wrap around it - upgrade, sell, boosts - with its full readout underneath.
Open Field: not one hedge on the board. That maze is somebody's tower budget.
They thread inward from all six gates at once. There is no single choke point to camp.
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. Jump in as a guest right now; signing in just puts your best runs on the leaderboard.

Do I need to download anything?

Nope. Open the page and you're in within seconds. It runs on desktop and on most phones and tablets.

What's the difference between the two arenas?

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.

How many towers are there?

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.

What are the six elements?

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.

Can monsters get past my maze?

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.

Can I play with friends?

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.

How does a run end?

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.

Do I have to unlock towers every run?

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.

Does it work on a phone?

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.

The first wave is already forming

Think you can hold the crystal?

Play free now