

A tower defense where heroes hold the road. Mix fire, frost, lightning and holy against five armour classes, draft rules that change the run, and face waves that adapt to your defense. Build your own maps in the Map Maker, then defend them, alone or online with a friend.
Overview
A tower defense where heroes hold the road. Mix fire, frost, lightning and holy against five armour classes, draft rules that change the run, and face waves that adapt to your defense. Build your own maps in the Map Maker, then defend them, alone or online with a friend.
Description
Heroswarm is a 2D isometric tower defense. Enemies walk a fixed road; you build heroes and towers beside it and hold the line to wave 24. Start with six heroes and earn 16 more on the hero track: every map you clear in Standard or Adaptive adds to your stars.
Fire, Frost, Lightning, Holy and Physical land differently on Plate, Unholy, Hide, Flesh and Shell. The full damage table opens mid-run, so you can check what a plated wave shrugs off before you spend the gold, not after.
Every tower takes two permanent sigils. The Open Eye lets it hit Veiled enemies nothing else can see; the Ceaseless Turn ramps its attacks up to 40% faster the longer it keeps firing; the Breaking Wedge adds damage to every hit against the armour class that tower is built to break; the Widening Maw broadens blasts, pools, chains and auras.
At set waves the run offers you a choice of cards, and whatever you take changes a rule for the rest of the run: deep cold that stops chilled enemies regenerating, shells that follow their target, enemies that walk through towers built on the road. Two runs on the same map do not play the same way.
Standard: 24 waves, eight maps across jungle, snow, desert, lava and sky.
Adaptive: the swarm reads the damage you dealt and answers it; between waves the report tells you what is coming.
Warlord: switch sides. Command the swarm against a defense that builds itself, across 39 puzzles.
The Map Maker lets you draw a route, shape the terrain and dress it piece by piece, then playtest it and play it for real, alone or with a friend.
Online co-op for two players over 40 waves, with shared or private funds.
When something reaches the end of the road, the game tells you what it was and why it lived, including how many of your towers had it in range and could not fire on it. Pause whenever you like, or play at normal or fast speed.
The demo plays Second Chance and Split Decision in Standard and Adaptive, solo or in co-op, with six starter heroes and two more to earn.
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Heroswarm Gameplay
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