In an age of ruin, carve out a kingdom of your own

War swept across the frontier and left the village in ashes. Young Shen Qing returns with nothing but a bow and raises a thatched hut in the wilds — the only home he has left. When night falls, bandits come by torchlight, and demons follow close behind.
Hold tonight. Only then do you get to talk about tomorrow.

Plays in the browser · No download Chinese-fantasy cartoon · Tower defense × Action Single player
Shen Qing, the hero
Shen QingSixteen. His home is gone. His bow is not.

Story

He isn't guarding a thatched hut.
He's guarding what it will one day become

The year the border fell, soldiers and bandits marched the same roads. After the armies passed, the mountain villages emptied one by one, and things that did not belong to the living began to walk the night.

When Shen Qing came home, all that remained was a scorched foundation. He didn't leave. He built a thatched hut right where his house had stood, slung his father's short bow across his back, and waited at the door for dark.

On the first night, the wolves came first, drawn by the smell of smoke — and the bandits followed by torchlight.
On the fifth night, one of the bandits drew a bow.
After that, things began to circle overhead.

I

Take a Stand

Raise a fence, one log at a time. It won't hold for long — but long enough to loose a second arrow.

II

Put Down Roots

Chapter by chapter, the hut becomes a log house, and the log house grows a stockade. Every fallen demon leaves wood, stone and iron, and all of it goes into your walls.

III

Found a Kingdom

Eighty nights later, gates, lanterns and royal banners stand on that scorched earth. You held the line — and it became a kingdom.

In-Game Footage

Not concept art — a build you can open right now

Base screen: the thatched-hut core and tonight's stage
Before Dark See what's coming tonight, then decide how to spend what little you have.
Build phase: placing wooden fences around the thatched hut
Raise the Walls Where the fence goes, and whether you leave a gap, is entirely up to you. Then night falls.

How a Night Plays Out

Build the walls, face the horde, carry the spoils home at dawn

Tower-defense planning with the feel of an action game. You place every wall — and you loose every arrow yourself.

Before Nightfall · Fence In Your Home

Ring the hut with fences, plant stakes, mount crossbows. Placement and facing are yours to choose — or build nothing at all and stand in the doorway yourself. Once it's dark, it's too late.

After Nightfall · Stand on the Front Line

You're no commander clicking away from the rear. Shen Qing runs, kites and dives into the breach himself, swapping between three weapons on the fly.

At Dawn · A Little More to Your Name

Fallen demons drop wood, stone, iron and coin. Tonight's blood becomes tomorrow's taller walls and deadlier towers; clear a chapter and you move on to new land and a grander home.

Shen Qing

One hero, three ways to fight

Short bow, longbow, saber — swap mid-fight at will. You're not just changing weapons; you're changing the distance between you and the demons.

Short bow

Short Bow

Quick and steady

The fastest draw you have. When the demons close in, it lets you fall back and keep firing.

Longbow

Longbow

Pick them off across the field

Draw it to full and pin those fire-throwers hiding in the back rank. Slow, but worth it.

Saber

Saber

Settle it up close

The hardest-hitting choice — at the price of stepping right into the pack. In the right hands, one swing clears a crowd.

The longer you fight, the sharper your arrows

Experience jade dropped by demons is yours to use on the spot. Each level-up offers three choices — whatever you pick shapes how tonight plays out.

Split ArrowOn impact, the arrowhead bursts and leaps to the foes behind
Piercing ArrowSkewer every enemy standing in a line
MultishotOne draw, several arrows in flight
Blast ArrowBursts into flame where it lands — the cure for packed charges
Arrow RainEvery so often a volley falls on its own, right where they crowd
Mighty DrawThe plainest pick of all: every arrow hurts more
Gale VolleyFaster hands, shorter gaps between shots
WindstepRun faster — reach the breach in time, and get back out
Iron BodyTake one more hit without falling, and patch yourself up on the spot

Allies

He won't stand alone forever

He isn't the only one who survived. Others are making their way to him — all of them still on the road.

Ahe
AheComing soon
MOUNTAIN HUNTER

An herb gatherer raised in the hills; her red clothes are the easiest thing to spot in the woods. She hunted every fang on her belt herself, and the bronze bell is for courage — the scariest thing in the mountains, she says, isn't wolves. It's silence.

Moli
MoliComing soon
ARTIFICER

He wears a wind gauge of his own design on his head and carries a pack full of parts. When others see a Bamboo Crossbow Sentinel they run; he crouches down and takes it apart — then puts it back together on his side.

Ningchuan
NingchuanComing soon
NIGHT WALKER

Dressed in black, sparing with words, origins unknown. He only ever shows up after dark — and by morning there are a few more unclaimed demon corpses outside the camp.

Qiushan
QiushanComing soon
OLD-DYNASTY CAPTAIN

Same iron armor he wore back then, ash in his beard. He watched a city fall with his own eyes, so he knows better than anyone where a wall should go — and where you must never leave a gap.

Yunli
YunliComing soon
HEALER'S DAUGHTER

Plain blue robes, a medicine pouch at her waist. She's no good at killing — yet half the reason Shen Qing survives night after night is her.

Walls

Your walls grow with you

The same wall goes from a fence lashed together in a hurry all the way to the ramparts of a royal city. Drag a single line to raise a whole stretch — run it up a hillside and it beds right into the slope. Old walls never need tearing down; just reinforce them where they stand.

Tier I Wooden Fence
Wooden Fence
Fell two trees and you've got one. Stops bandits. Stops nothing else.
Tier II Reinforced Timber Wall
Reinforced Timber Wall
Timber nailed with crossbeams. Let the wolves come — three charges might not break it.
Tier III Stone Wall
Stone Wall
Now you're working in stone. You're no longer just guarding a hut.
Tier IV Iron-Braced Stone Wall
Iron-Braced Stone Wall
Iron driven into the seams. Even a Stone Demon has to pound on it a good long while.
Tier V Royal City Wall
Royal City Wall
Red lacquer, gilt trim, full battlements. The boy who once crouched in the ashes built this.
Cheval-de-frise stakes

Stakes · Three Tiers

Waist-high sharpened stakes, points facing out. They won't hold anything back for long, but the fiercest chargers slow down here and bleed as they push through — and those few seconds buy you two more arrows. From night 5 you can upgrade them in place to Reinforced Stakes, and from night 20 to Iron Stakes.

Build

Beyond the walls, this yard still needs so much

Crossbows, trebuchets, repeaters, cannons and black-iron ballistae take pressure off the front; sheds and markets fill your stores; banners and an armory make every tower stronger. They unlock night by night — and with only so much ground, what to build and what to skip is a question you'll answer anew every stage.

Crossbow Turret
Crossbow TurretTower
Unlocks night 1

A tower that finds its own targets, ready from the very first night. The night demons start circling overhead, you'll understand: walls can't stop what flies — this can.

Woodpile
WoodpileEconomy
Unlocks night 3

A stack of firewood in the corner of the yard. It doesn't fight and doesn't block — it just means one more bundle when you take stock at dawn.

Simple Flagpole
Simple FlagpoleSupport
Unlocks night 3

A strip of cloth on a pole. Once it's flying, every tower in the yard hits a little harder — people need something to believe in.

Storage Shed
Storage ShedEconomy
Unlocks night 8

Finally, somewhere to pile things. You haul more home from the same night's fighting instead of watching timber and stone rot in the field.

Annex Hut
Annex HutSupport
Unlocks night 12

A second little house beside the first. Once someone moves in, there's a hand at dawn to patch up whatever got smashed on the main house.

Wooden Watchtower
Wooden WatchtowerTower
Unlocks night 16

Stands high, shoots far, and goes after anything in the sky. It arrives the very stage the Crow Demons first show up.

Counterweight Trebuchet
Counterweight TrebuchetTower
Unlocks night 24

A long arm weighed down with rocks at one end flings boulders halfway across the battlefield from the other. Slow to fire, but each landing flattens a patch — made for packs still bunched up at the crossroads.

Repeater Turret
Repeater TurretTower
Unlocks night 28

Load the magazine once and every pull of the trigger looses a string of bolts. No single shot is heavy, but it never stops — most of the rabble charging in falls right in front of it.

Powder Shed
Powder ShedEconomy
Unlocks night 32

Whatever the Powder Sappers didn't blow up, you gather and stash in a sheltered shed. It'll come in very handy later.

Cannon Turret
Cannon TurretTower
Unlocks night 32

Gunpowder finally put to proper use. One shot tears up foes and ground alike — the price is feeding it the powder you've stockpiled in the shed.

Timber-and-Stone Gatehouse
Timber-and-Stone GatehouseTower
Unlocks night 38

A thick, hard-hitting tower that can engage two targets at once. Any pack that runs into it will be stuck at its door for a long time.

War Banner
War BannerSupport
Unlocks night 38

No longer a scrap of cloth on a stick, but a true battle standard. Towers beneath it stand a notch stronger than they did under the old flagpole.

Black-Iron Ballista
Black-Iron BallistaTower
Unlocks night 61

Arms forged of black iron, and what it fires isn't an arrow — it's a spear. One shot runs through three in a row; not even the thickest black armor can stop it head-on.

Armory
ArmorySupport
Unlocks night 61

Arrows, crossbow mechanisms, spare parts — at last they all have a home. Every tower in the camp stands taller for it.

Market Stall
Market StallEconomy
Unlocks night 69

People are willing to set up shop here now. That alone tells you: this place is truly safe.

Palace Foundation
Palace FoundationSupport
Unlocks night 75

The groundwork of a palace. Half building site, half tall, thick bulwark — by this stage, you're already building your palace.

Kingdom

Eight chapters, eight lands, eight homes to defend

Home isn't a cutscene you watch after the credits. It stands at the center of the battlefield — each chapter brings new land and a grander home, until at last a royal palace rises from the ashes, along with a pass that holds the Demon King at bay.

Chapter 1 · Gorge
Thatched Hut
Thatched Hut
Drafty on every side, not even a proper door board. But it's yours.
Chapter 2 · Mountain Valley
Log House
Log House
Perched atop a mountain pass, with three roads winding up the slopes. A real roof and a fire pit — at last you can dry your soaked clothes at night.
Chapter 3 · Rift
Chieftain's Hall
Chieftain's Hall
The stockade gate is up, and the earth lies split open at your feet. Survivors from nearby start gathering to you.
Chapter 4 · Riverside Castle
Water Fort
Water Fort
Timber halls on stone footings, on an islet where three rivers meet, the dock facing the outflow. Any demon that wants the island has to cross the water first.
Chapter 5 · Mountain Basin
Lord's Manor
Lord's Manor
Stone steps, tiled eaves, corner towers on either side, with mountains ringing it into a fortress bowl. This is no longer a household — it's a city.
Chapter 6 · Blackwater Swamp
Stilt Fort
Stilt Fort
The whole fort stands on wooden piles above black water and mud. There are only a few paths you can walk, and every one of them must be held.
Chapter 7 · Royal City
Royal Palace
Royal Palace
Vermilion and gold, lanterns strung all the way down the steps. Triple walls and a city full of market wards — every street corner must be defended.
Chapter 8 · Lava Inferno
Demon-Sealing Pass
Demon-Sealing Pass
The last gate, raised amid the lava. Five roads of fire converge before it, and the Demon King waits at the end of them.

Bestiary of the Horde

Every one of them is something the great war left behind

The war killed too many. Some demons were once people; others are old things of the wilds that listened to the weeping for too many years. None of them is just a recolor with more health — some climb walls, some burrow, some raise their fallen, some beat war drums from the back. Each new arrival means last night's layout has to change.

IN THE ORDER THEY COME KNOCKING

Twenty-four kinds, every one of them already in the game — from the wolves and bandits of the first night to the one standing at the very back on night eighty. Each stage's boss rotates by chapter too, so you won't keep facing the same old faces.

Frontier Bandit
Frontier BanditMelee
From night 1

Deserters. They once guarded this border, but after three months without supplies, the banner fell and they turned to banditry. Still in their old uniforms, they know how to raid a village better than anyone.

Wolf Demon
Wolf DemonFast
From night 1

Wolves fattened on the battlefield. They've gnawed on too many unburied dead; their eyes glow red and they grow bigger every year. They fear neither fire nor people — they've seen too many people die. They're always first to arrive, and when fiercer things come, they slink back into the hills.

Fire Wraith
Fire WraithRanged
From night 3

Those who died in the flames, their grudges too strong to scatter, rising again from the ashes. Half a talisman still clings to their brow from the night they burned, and wherever they walk, they set it alight.

Frost Wraith
Frost WraithControl
From night 4

Merchants and refugees who froze to death on the snowy ridges. They no longer remember who they were — only the cold. So wherever they go, they share that cold with whoever's near.

Bandit Archer
Bandit ArcherRanged
From night 5

The few bandits who once served as archers. They don't push to the front; they hide behind their comrades and loose arrows from cover. By night 12, oil-soaked rags are wrapped around their arrowheads — hit a person, and the person burns; hit a house, and the house burns.

Bamboo Crossbow Sentinel
Bamboo Crossbow SentinelRanged
From night 6

A stockade guardian built by mountain folk. The people are long dead, but the mechanism still moves. Sinew has grown in its bamboo joints and its crossbow cocks itself — it guards a stockade empty for years, treating every living thing that approaches as an enemy.

Iron-Armored Corpse
Iron-Armored CorpseArmored
From night 8

Heavy infantry buried in a mass grave. The armor was too thick — the man rotted, the armor didn't, and so the armor stood him back up. It doesn't recognize you. It only knows "there's someone alive ahead."

Niulai the Bull
Niulai the BullSiege
From night 10

The old plow ox from the village gate. After its master died it refused to leave the empty fields, and over the years it gained a spirit — and a grudge. The elders used to shout "Niu lai le! — the bull's coming!" until the cry became its name.

Stone Demon
Stone DemonSiege
From night 13

The year the mountain collapsed, it buried an entire crew of laborers. Their resentment seeped into the rock, and the rock got a temper. It moves slowly, but it has learned only one thing in its life: smash whatever stands in the way.

Crow Demon
Crow DemonFlying
From night 16

Battlefield crows that ate too well and flew too long — so long they forgot how to land. From the clouds they watch the scorched earth and dive wherever there's firelight. To them, a city wall is just a line scratched in the dirt.

Shankui
ShankuiWall-Leaper
From night 21

An old ape of the deep mountains that loves to mimic people. It learned to climb walls, learned to smash doors — and learned to call at your gate at night in a human voice.

Burrower
BurrowerBurrowing
From night 26

A beast that has always tunneled through the earth's veins. Since the war the ground has turned sour, and it has started burrowing toward wherever people live. Your walls only stop the half of the world above ground.

Golden-Horn Bull
Golden-Horn BullChapter Boss
From night 30

The oldest of the Niulai, its horns once sheathed in gold. Legend says it rammed open a real city gate for an army — and afterward, no one dared lead it again.

Powder Sapper
Powder SapperExplosive
From night 31

The army's powder-keeper. The night the camp blew up, he didn't run — he stood there clutching the last keg. He's clutching it still, and the moment he sees a wall, he hugs it.

Corpse Shaman
Corpse ShamanSummoner
From night 38

A priest who gathered the dead after the battles, chanting over them until he learned the chants he never should have. He never strikes anyone himself. He simply calls the fallen back to their feet.

Shield Legion
Shield LegionFormation
From night 43

A whole company of shieldmen who fell together. They still remember their final order: hold formation, no retreat. You'll never push them from the front — only by flanking do you discover they've long been hollow.

War Drum Demon
War Drum DemonBuffer
From night 48

The war drum that never stopped beating the night the city fell. Its hide came alive, and when it booms, everything nearby runs faster and hits harder.

Rotfeather Crow
Rotfeather CrowFlying
From night 52

Crow Demons soaked too long in corpse miasma. Their feathers are rotting, and wherever the falling down settles, machinery slows.

Black-Armor Corpse
Black-Armor CorpseArmored
From night 56

Heavy armor of black iron, once issued only to the most elite battalion. The whole battalion died at the pass without losing a single suit. Now they're marching back in ranks.

Boulder Giant
Boulder GiantRanged Siege
From night 61

The biggest of the Stone Demons. It no longer charges in itself — it squats at the back and hurls whole chunks of mountain into your city.

Demon Healer
Demon HealerHealer
From night 66

Hard to say whether it's human or demon. It ambles behind the lines with a medicine chest on its back, and any fallen demon it touches gets back up. It never strikes anyone.

Siege General
Siege GeneralCommander
From night 71

In life he took seven cities. What he regretted most in death was the eighth that held. Now he leads an army that never tires, attacking again and again and again.

Crow King
Crow KingFlying Boss
From night 75

Every Crow Demon answers to it. It circles in the clouds and only descends once it spots a gap. The moment it comes down, the sky goes dark a second time.

Black-Armor Demon King
Black-Armor Demon KingFinal Boss
From night 80

The source of it all. Some say it was the man who died most bitterly in the great war; some say it was never a man at all. Clad in black armor no one has ever pierced, it waits for you on the final night.

Campaign

Eighty nights, eight chapters of ever-harder sleep

CHAPTER 1
Gorge
A Foothold in the Wilds
Bandits and beasts. All you have is a thatched hut and a bow — survive first, worry later.
CHAPTER 2
Mountain Valley · Pass Fortress
Shadow of the Crows
Enemies wind up the zigzag mountain roads, and things begin to circle overhead. For the first time, a ring of walls isn't enough.
CHAPTER 3
Rift
The Earth Stirs
The ground splits into a chasm crossed only by bridges and stone arches. The things in the mountains wake — some leap across, some tunnel up from below.
CHAPTER 4
Riverside Castle · Three-River Water Fort
Siege by Fire
Three rivers meet before the island. Gunpowder reaches the battlefield too — from here on, walls come down in whole sections.
CHAPTER 5
Mountain Basin · Bowl Fortress
The Horde Becomes an Army
No longer a rabble, they form ranks and beat drums like a real army.
CHAPTER 6
Blackwater Swamp
Tide of Black Iron
Corpses in black-iron armor flood through the pass. Ordinary arrows no longer bite.
CHAPTER 7
Royal City · Triple Walls
The Capital Besieged
Boulders crash in over the walls, and the fighting goes street by street. You're defending a city now, not a house.
CHAPTER 8
Lava Inferno · Demon-Sealing Pass
Showdown with the Demon King
Everything comes at once. After this night, there will be a kingdom — or only ashes.
Frontier Rekindled

The hut is built. Night is falling.

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