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.
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.
Story
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.
Raise a fence, one log at a time. It won't hold for long — but long enough to loose a second arrow.
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.
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
How a Night Plays Out
Tower-defense planning with the feel of an action game. You place every wall — and you loose every arrow yourself.
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.
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.
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
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.
The fastest draw you have. When the demons close in, it lets you fall back and keep firing.
Draw it to full and pin those fire-throwers hiding in the back rank. Slow, but worth it.
The hardest-hitting choice — at the price of stepping right into the pack. In the right hands, one swing clears a crowd.
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.
Allies
He isn't the only one who survived. Others are making their way to him — all of them still on the road.

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.

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.

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.

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.

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
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.
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
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.

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.

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.

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.

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.

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.

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

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.

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.

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

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.

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.

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.

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.

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

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

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








Bestiary of the Horde
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.
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.

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.

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.

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.

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.

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.

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.

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."

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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

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.

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.

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.

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.

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.

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
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