
Liora
Elf ArcherFast arrows at the enemy in front; they pierce at level three.
With you from the start
A hero tower-defense game for phones. The Valeshard Cores that keep the land alive are going dark one by one. Lead Liora and the companions who join her along the road, set them where the enemy must pass, and hold every Core until the last wave breaks.
Book I follows Liora from a quiet valley to the source of the light. Each chapter is its own land, with its own people, enemies and question, and every stage you clear moves the story on.
Why are the valley's Cores going dark one by one?
Seven stages, in the gameWhat does the Tusk Clan take the crystals for?
Seven stages and a war-chief, in the gameAre the Graveborn monsters, or Guardians who were left behind?
Being madeCan every land be saved without pouring all the light into one Core?
Being madeWill Eiran give up deciding alone?
Being made
Enemies walk a fixed road from their gate to your Core. Heroes stand on pads beside it, so where you put them decides the fight.

Before each stage you see which enemies are coming and what makes them tough: armour, speed, an elite in wave six. Take up to four Heroes and the skills that answer them.

Every stage has its own pads along the road. A Hero covers a circle around its pad, so a pad inside a bend reaches the road twice. Raise Heroes to level three for their full power, and move one to another pad when the fight shifts.

Meteor, Ice Storm, Gale, Snare, Mana Spring, Sunder, Rally, Mend, Arc Relay, Far Beacon.
Skills are yours, not your Heroes'. Drop them where the line is about to break, then wait out their cooldown. Need Mana sooner? Call the next wave early and get paid for the risk.

Each chapter brings new enemies, new kinds of map and its own last stand. In the Dry Wells, roads split between two gates, high ground lets a Hero shoot further, and a war-chief waits at the end.
Heroes are not bought. They join you through the story, and each changes what a good team looks like.

Fast arrows at the enemy in front; they pierce at level three.
With you from the start
Bursts of magic that hit a whole group.
Joins in Chapter 1
Short-range hammer blows that stun.
Joins in Chapter 1
A thrust that runs through every enemy in a line.
Joins in Chapter 1
Speeds up the Heroes around her.
Joins in Chapter 1
Marks enemies and finishes off the weakened.
Joins in Chapter 2
Poison flasks that eat through armour.
Joins in Chapter 2
Sends beasts to hold a stretch of road.
Joins later in Book I
Lightning that jumps from enemy to enemy.
Joins later in Book I
Rallies nearby Heroes and earns extra Mana.
Joins later in Book I
Slows the road, then freezes it.
Joins later in Book I
Lays rune traps along the road.
Joins later in Book ISome are quick, some are armoured, some shrug off arrows and fall to magic. Elites carry a strength of their wave and are announced before they come.
Skeleton Raider
Rot Ghoul
Mist Wraith
Ogre Bruiser
Tusk Runner
Tusk Shieldbearer
He holds the gate at the end of the Dry Wells and will not hear the Guardians until he is beaten. He stops to roar when he arrives, shrugs off stuns and slows, and when his health falls to half he charges the Core.
Beat him and the clan listens. Whether the truce holds is for Chapter 3.
Painted scenes open and close the stages that matter: who you meet, what you learn, and what it costs.




The game is being tested now. When it reaches Google Play and the App Store, this page will link to both.
About 110 MB to install. Each chapter then downloads its maps, scenes and music the first time you reach it, about 45 MB a chapter.
Yes. Once a chapter is downloaded, its stages play offline.
Only anonymous play data, such as which stages are won or left, to help balance the game. It names no one and can be switched off in Settings. The privacy policy has the details.
Write to support@valeshard.com.