Preview, under construction. Polytelic Labs GmbH is being founded and is not yet registered.

Seen through a raider's eyes: two green hands and a spiked club in an open wooden gate, a sandy road ahead, and a small castle keep far across the meadow.

Free gold. Short walk. Bring a club.

By order of King Grumbo, the Ogre King

March to the keep I would rather defend it

You are on the raiders' recruiting page for Warmaze TD, a maze tower defense game for phones. Scroll to march.

Stop 1 of 5

The job: walk to the keep and take the gold

One gate, one keep, one road between them. The king says it is a short walk. The king has never walked it.

The road is whatever the defenders leave open. They are not allowed to wall you in, and they checked. So they bend the road instead, past every tower they own.

The last raid, recorded in the game. It went badly. The falling rock is theirs too. Nobody told us about the rock.

Stop 2 of 5

Known hazards: eleven things the defenders build

Read this before you march. Management accepts no claims for arrows, frost, lightning or bombs.

Every building takes one tile of the field and works as a wall. The road has to run around all of them.

Illustration: a raider's view of running down a road with towers on both sides and arrows raining in.
Artist's impression of the walk. The artist did not make it back.
Arrow Tower

Arrow Tower

Fast shots. Hits flyers.

Pointy. Very fast pointy. Do not wave at it.

Cannon

Cannon

Heavy ball, small blast. Ground only.

Do not stand close to your friends.

Frost Spire

Frost Spire

Chills everything nearby.

Bring a scarf. Even Snatch slows to a stroll.

Bomb Lobber

Bomb Lobber

Huge blast, long reach. Ground only.

If a shadow gets bigger, leave.

Ballista

Ballista

One giant bolt. Ignores armor.

Sir Clank says armor helps. It does not.

Storm Coil

Storm Coil

Lightning that jumps between raiders.

Stop holding hands.

Alchemist

Alchemist

Poison eats through armor. Slow, but it never stops.

Do not drink anything green. Yes, we know.

War Banner

War Banner

Towers beside it hit harder.

It is only a flag. The towers next to it disagree.

Gold Mine

Gold Mine

Pays gold for every wave you beat. Raiders that slip past steal from it.

The good news. Get past it and help yourself.

Wall

Wall

Cheap. Bends the raiders' path.

Not dangerous. Just rude. See what it did to this road.

Spike Trap

Spike Trap

Built on the road. Bites every walker.

Look down. Flyers may ignore this notice.

Stop 3 of 5

The crew: ten raiders and one bad plan

You will march with professionals. Learn their names. Some of them will be in front of you, which helps.

Each card also carries what the keep has on file about them. The defenders read those. So should you.

Illustration: Snatch reads a map while Fizz and three Pips panic behind him inside a stone corridor.
"But where's the castle?"
Bonk, a goblin with a cooking pot for a helmet and a club

Bonk

The Face of the Raid

Keep's file: Any tower stops him. He brings friends.

Me hit tower. Tower fall down.
Snatch, a masked goblin with a sack of loot

Snatch

Loot Sprinter

Keep's file: Fast. Chill him with a Frost Spire.

Can't talk. Running.
A Pip, a tiny goblin in an acorn cap

Pips

Forty Tiny Problems

Keep's file: Tiny and many. Cannons and bombs clear them.

AAAAAAAAAH!
Sir Clank, an armored goblin knight riding a tortoise

Sir Clank

Knight of the Barn Door

Keep's file: Armored. Ballistas and cannons punch through.

Onward, noble tortoise!
Big Mo, a broad blue brute

Big Mo

Carries the Heavy Things

Keep's file: Slow and very tough. Ballistas love him.

Mo carry. Mo smash.
Wing Commander, a goblin pilot on a purple bat

Wing Commander

Ace of the Night Shift

Keep's file: Flies over your maze. Arrows and bolts reach him.

Tally-ho, chaps!
Granny Hex, an old goblin in a purple robe with a staff

Granny Hex

Brews Trouble

Keep's file: Heals raiders nearby. Drop her first.

Drink up, dearies.
Fizz, a goblin in goggles carrying a lit powder keg

Fizz

Lit and Regretting It

Keep's file: His keg stuns towers when he drops. Kill him far away.

Is it meant to hiss like that?
King Grumbo, an ogre in a crown and a red cape, holding a mace and a drumstick

King Grumbo

The Ogre King

Keep's file: Boss. His stomp stuns towers around him.

KNEEL. Or don't. I'll sit on you.
Embergut, a round red dragon

Embergut

Ate the Last Village

Keep's file: Flying boss. Arrows, bolts and storms only.

*burp*

Stop 4 of 5

The route: five lands and thirty keeps to knock on

The campaign runs through five lands, six levels in each, thirty in all. Send a postcard if you get that far.

Illustration of Greenfields: a sandy road through a sunny meadow toward a keep on a hill.
GreenfieldsNice grass. First towers. Most careers end here.
Illustration of Amberwood: an autumn forest with pumpkins and hay bales beside the road.
AmberwoodLovely leaves. There is a cannon behind every tree.
Illustration of Frostpeak: a stone road through snow, ice spikes and snowy pines.
FrostpeakCold feet. The towers do not mind the cold.
Illustration of Sunscar Dunes: a dirt road between golden dunes, cacti and palms.
Sunscar DunesNo shade. No cover. Fizz, stay away from the campfire.
Illustration of Emberhold: an ash road between purple rock and glowing lava pools.
EmberholdThe ground glows. Embergut calls it home.

Stop 5 of 5

The keep is over this hill. Walk up and knock. Wave to the nice cannon.

Illustration: the raider stands at the keep's closed door while two ballistas and a cannon on the wall aim straight down at him.

The keep. Here is the catch: it is yours.

You were never the raider. In Warmaze TD you are the one who builds the maze, and they are the ones who have to walk it.

See the game

Warmaze TD is a maze tower defense game, and you build the maze

The board is an open grid of 7 by 11 tiles, and nobody has drawn a road on it. Every tower you place is a wall, and the raiders walk around whatever you build. You can never seal the road: the game refuses and tells you why. So the craft, mazing to its friends, is making that walk as long and as dangerous as you can.

It plays in portrait, with one thumb. Between waves you build and upgrade, and during a wave you cast powers with a tap. The campaign, duels and endless raids all play offline, on a train or in a cellar, and the game never asks for an account.

In development. Coming to Google Play and the App Store.

Coming soon to Google Play Coming soon to the App Store

Screenshot of a battle in Amberwood: towers and walls bend the raiders' road on its way to the keep.

What you see when you play

Screenshots recorded in the game. Swipe to see all five.

  • Screenshot of the village with the keep, towers on their plots and the market.
    Your village: train towers, run research, collect statues
  • Screenshot of the campaign map winding from Greenfields through Frostpeak to Sunscar Dunes.
    Thirty levels across five lands
  • Screenshot of a battle in Frostpeak with bats flying over the maze.
    A battle in Frostpeak. Flyers ignore the maze
  • Screenshot of a duel against the rival Madam Thistle, with the raid button in the corner.
    A duel: you defend and raid at the same time
  • Screenshot of the Victory Road in the Iron League with rewards along a golden path.
    The Victory Road, six leagues from Wood to Royal

What is in the game

Eleven buildings, ten raiders, five powers
Each building has three levels (the Wall has one) and you bring eight into a battle. The powers are Meteor, Deep Freeze, War Drums, Barricade and Bounty Mark, and you bring three.
A campaign of thirty levels
Five lands, 5 to 14 waves a level, a few minutes each. You earn one to three stars a level and stars never go down. Every level has a Heroic version with its own rules, and its crowns earn relics.
Duels where you raid back
One on one against a rival commander played by the game. There are sixteen. Two boards, the same waves. You send your own raiders while you defend, and every send permanently raises your income. The Victory Road runs through six leagues, Wood to Royal.
Endless raids and a Daily Raid
Waves until the keep falls, with a twist every third wave and a Boss Raid every tenth. The Daily Raid gives every player the same board that day, and its best wave goes on the rankings.
A village of your own
Train each tower, run research in the keep that finishes while you are away, collect statues, and find six secrets hidden on the land.
Plays offline, no account needed
The campaign, duels and endless raids play without a connection. No account, no name, no email. Progress is saved on your device. What can reach the internet is listed in the privacy policy.
Free to play
There is a shop with gems, chests and a No Ads Pass, and chest odds are shown before you buy. Buying is always optional. Everything that makes your towers stronger can also be earned by playing.

Made by Polytelic Labs

Polytelic Labs GmbH is an independent studio in Graz, Austria, making mobile games and apps. Also in the works: Two Hit Wonder, the party game where friends write a song, Street Musician, the lyrics and chords prompter that listens, and Magic Gaze, a mind-reading act for performers.

Write to us: the address is in the Impressum.