HexelTD

Six gates. One crystal. No mercy.

Everything comes through all six gates at once. Stack 180 towers, fuse elements, drive your own hero into the breach and find out what wave finally breaks you.

Six elements

Pick a colour. Learn what it kills.

Every element beats two others for double damage and barely scratches the two that beat it. Late in a run the wrong element lands for a tenth. Read the wave, build the answer.

Each arrow points at what that element beats

Fire

Burn · Spread · Siege

Every hit sets the target alight and the burn keeps ticking after the shot lands. Pick the Pyroclasm relic and a dying monster's flames jump to the next one in line. Fire splash scorches the ground, and anything that walks scorched ground burns harder.

Strong vs
Air · Earth 2.0×
Weak vs
Water · Arcane 0.4×
  • From the Fire line
  • Pyre Bore1,398 damage per shot. The single heaviest hit on the board.
  • Magma · Steam · AshfallFuse Fire with Earth, Water or Air and the weakness disappears.
  • Cinder Drake · Pyre TyrantThe two Fire bosses. Bring Water.

Air

Chain · Speed · Multishot

Air hits chain from body to body, so a packed horde is a gift. Stormtide Arc fires 6.4 times a second, the fastest gun in the game. Monsoon Gyre hits six targets at once. When the screen fills up, Air is the element that empties it.

Strong vs
Earth · Poison 2.0×
Weak vs
Fire · Arcane 0.4×
  • From the Air line
  • Stormtide Arc6.4 attacks per second. Nothing shoots faster.
  • Drone WorksAir's foundry. Builds Interceptors you steer around the board.
  • Storm Matriarch · Tempest HeraldThe two Air bosses. Bring Fire.

Earth

Shred · Slam · Hold

Earth strips armor off whatever it touches, then slams it. Emberroot Maw drops 800 splash damage over nearly three cells and slows everything inside by half. Earth's foundry builds Bulwarks: walking walls that plant themselves in a lane and hold it.

Strong vs
Poison · Water 2.0×
Weak vs
Fire · Air 0.4×
  • From the Earth line
  • Emberwood ColossusThree elements fused into one tier-6 capstone.
  • Bulwark ForgeWalking walls. Block a lane, move it when the wave turns.
  • Base Behemoth · Gaia MawThe two Earth bosses. Bring Fire or Air.

Poison

Contagion · Rot · Grind

Poison spreads. One infected monster passes it to its neighbours, and a horde that walked in healthy walks out coughing. Runerot Maw is the grinder: 931 damage, wide splash, half-speed slow. Skill into Pandemic and the whole lane becomes a sick bay.

Strong vs
Water · Arcane 2.0×
Weak vs
Air · Earth 0.4×
  • From the Poison line
  • Runerot Maw931 damage, 2.9-cell splash, 52% slow. A lane stopper.
  • Spore Cloud → PlaguecraftSkillbook branches that make contagion your whole strategy.
  • Plague Ogre · Pandemic MawThe two Poison bosses. Bring Air or Earth.

Water

Chill · Flood · Repair

Water slows everything it touches and floods the ground so the next wave wades. Take Permafrost and the chill cuts twice as deep for twice as long. Water's foundry builds Tenders, repair drones that patch your towers mid-fight while the raiders are shooting back.

Strong vs
Arcane · Fire 2.0×
Weak vs
Earth · Poison 0.4×
  • From the Water line
  • Monsoon GyreSix targets at once, 4.4 times a second.
  • Tender DockRepair drones. The direct answer to raider volleys.
  • Rime Leviathan · Maelstrom AncientThe two Water bosses. Bring Earth or Poison.

Arcane

Pierce · Resonate · Dominate

Arcane ignores armor entirely. On a ley line an Arcane tower gets a full extra cell of range. Its Skillbook capstone, Dominion, raises the monsters you kill as Thralls that fight for you. The most dangerous element in the game is also its most dangerous boss: the Arch Nullifier takes five lives if it reaches the crystal.

Strong vs
Fire · Air 2.0×
Weak vs
Poison · Water 0.4×
  • From the Arcane line
  • AuroraAir + Water fusion. Armor means nothing to it.
  • DominionDead monsters get back up, on your side.
  • Oblivion Herald · Arch NullifierThe two Arcane bosses. Bring Poison or Water.

Endless mode

There is no last wave. Only your last wave.

Waves aren't scripted. They're generated from a threat budget that climbs forever, in blocks of seven that each end in a spike. Every 35 waves, a boss. Here's roughly how your evening goes.

Wave1

The calm

Green Whelps and Bark Grubs shuffle in from six directions. You've got 16 lives, a pocket of gold and a gut feeling about where to put your first tower.

Ground

Wave7

Flyers

Spore Drifters and Cinder Moths lift straight over your maze in a beeline for the crystal. Ground-slam towers can't touch them. Your first real problem.

FlyingFirst spike

Wave13

Raiders

Flint Slingers and Slag Mortars stop and shoot back. Towers take damage now. Build a Tender Dock or lose your front line.

Shoots backAffixes from 10

Wave18

Jumpers

Boulder Leapers and Blink Stalkers hop your walls. Your maze still works, just not on them. Mix it up or get flanked.

Hops wallsHardening kicks in

Wave35

Boss

Rime Leviathan, Pyre Tyrant, Gaia Maw: two per element, and one is coming. Kill it and pick a relic. Three on offer, permanent for the run.

BossRelic pick

Wave50

The stream

The timer between waves has shrunk since wave 20. Now they overlap: hordes, elites, sieges and affixes stack up.

Overlapping waves"Maze Architect" title

Wave80

Beyond count

Tier-6 capstones, three-element fusions, a level-60 hero. The board looks like a rave. Most players never see this. The title is called Beyond Count for a reason.

Ascended tiersAchievement

Wave120+

Your call

Hundreds of bodies a wave, every gate at once, bosses on a schedule. The score is the wave you died on. Then you come back and beat it.

Leaderboard

Your arsenal

Towers are just the start.

Most tower defense games give you towers. This one gives you a hero, an army, a skill tree and the ground itself.

The Warden hero standing beside the crystal while Interceptor drones and Bulwark walkers fight across the board

The Warden

You're on the board too

Your hero. Click, move, fight. Attune it to any element and every tower of that colour nearby fires 15% faster. Levels to 60. Dies? Back in 20 seconds.

War foundries

Drone Works, Bulwark Forge, Tender Dock. They field Interceptors, Bulwarks and Tenders: up to 28 units you send where the line just broke.

Fusion & ascension

36 tower lines. Twelve of them fuse two elements: Magma, Steam, Aurora, Pyroclast. Push a line to tier 5 and it ascends, taking on a second and then a third element.

The Skillbook

Six skill trees, 30 nodes, every choice permanent for the run. Wildfire or Furnace. Riptide or Wellsprings. Every node changes a rule, not a number.

Wave 35 boss reward: the relic chooser open over the board, offering Arcane Focus, Pyroclasm and Vitality

Wave 35

Boss relics

Kill a boss, pick one of three. Sixteen relics in the pool. Pyroclasm makes fire jump. Permafrost doubles the chill. Vitality hands you 12 more lives on the spot.

Overcharge

Every tower charges as it fires. Full meter, next shot hits for 3×. Same-element neighbours charge each other faster; Conduit Pylons carry the link.

The ground remembers

Fire splash scorches tiles. Water splash floods them. Build on a ley line for free range. Cast Slag Field or Flood Channel and paint the lane you want by hand.

Two boards

Ring Maze: walls and doorways already carved, find the kill zones. Open Field: no walls. Your towers are the maze and the monsters re-path live around every one you place.

81 monsters

Know what's walking in.

Every body carries an element and most carry a trick. The wave preview tells you what's next. Whether you're ready is on you.

Flyers

Storm Kite, Prism Drake. Straight over your maze in a beeline.

From wave 7

Raiders

Slag Mortar, Ward Lancer. Stop and shoot your towers and camps.

From wave 13

Jumpers

Magma Bounder, Blink Stalker. Hop walls, hop towers, hop your plan.

From wave 18

Shieldbearers & Wardens

Aegis Bearer eats 60% of damage from the front. Tide Warden shields everything around it.

Flank them

Splitters & saboteurs

Wisp Swarm bursts into more Wisps. Fuse Imp knocks out your nearest tower when it dies.

Kill them far from your towers

Wave affixes

Frenzied, Shielded, Hardened, Hunted. Gilded waves are tougher and pay 35% more gold.

From wave 10

Hordes & elites

Every wave is two elements. Horde waves bring hundreds of bodies, elite waves bring a few with armor to match.

Two elements per wave

Twelve bosses

Two per element. Cinder Drake, Storm Matriarch, Rime Leviathan, Plague Ogre. The Arch Nullifier takes five lives if it touches the crystal. One arrives every 35 waves.

Every 35 waves

Five ways in

Alone. With friends. Against them.

1 player

Endless

Normal, Hard or Nightmare. Your board, your build, your wave count on the leaderboard.

2 to 4 players

Co-op

One board, one crystal, four Wardens fanned out around it. Split the gates, share the gold, blame each other.

2 to 4 players

Versus

Everyone gets their own board. Half of what you kill gets forwarded to your rivals. Spend gold to send packs: six Gale Sprites, two Slag Mortars. Last crystal standing.

The whole planet

Daily Challenge

One board a day, the same for everyone, with a twist: Gold Rush, Thin Supply, a forced affix, a new shape. One scored run. A 7-day streak unlocks the Eclipse avatar.

30 missions

Campaign

Five chapters from Foundation to The Deep. Three objectives a mission, stars gate the next chapter. The finale: Nightmare, wave 45, zero lives lost.

Progression

Every run leaves a mark.

Runs end. Your account doesn't. Sign in (optional, free) and everything you do feeds the ladder.

60

Account levels

Recruit to Ascendant. Field Officer at 5, Bloom Commander at 10, Ion Marshal at 20, Lattice Sovereign at 35.

6×9

Element mastery

Nine ranks per element. Play Fire, rank Fire. Adept at 2, Warden at 7, a new avatar plate every few rungs.

27

Achievements & titles

Deep Runner. Single Note. Bare Field. Maze Architect. Beyond Count. Each one is also a title you can wear.

25

Avatars

Cinder, Tidecall, Monolith, Cyclone, Blightbloom, Prismarch. Six multi-element plates for players who refuse to specialise.

Quick answers

Before you hit play.

Is it really free?

Completely. No install, no ads, no shop. Tap Play, pick a name, you're in. Signing in is optional and only saves your progression.

Does a run ever end?

No. Waves are generated from a threat budget that keeps climbing. You play until your lives run out and your score is the wave you reached. A boss comes every 35 waves.

Can I play with friends?

Up to four per room. Co-op shares one board and one crystal. Versus gives everyone their own board and forwards half of what you kill to your rivals.

Does it run on a phone?

Yes. Same game, touch controls: the build menu slides up from the bottom and tower actions wrap in a ring around your finger.

How hard is Nightmare?

Eight lives, 613 gold, abilities 45% dearer, and the threat compounds faster every wave. The campaign finale asks you to hold wave 45 on it without losing a single life.

The gates are open.
Hold the crystal.

No download, no account, no excuses. Your first wave is ten seconds away.

Play free now

Desktop · Laptop · Phone