

A roguelike tower defense where you draw the road the enemy walks. Drive back the mist around you if you want to survive, protect your torches and hold the hill across three acts. Find out, differently every run, why the dead march toward the hill you're standing on.
Overview
A roguelike tower defense where you draw the road the enemy walks. Drive back the mist around you if you want to survive, protect your torches and hold the hill across three acts. Find out, differently every run, why the dead march toward the hill you're standing on.
Description
The Long Watch is a roguelike tower defense where you build the road the enemy walks, and then have to keep it lit. You just arrived. The old Commander knows why the fort is here. He won't say.
After every wave you push the mist back one stretch of road, choosing its shape from a draft. The road decides where the enemy marches, where your towers stand and what you uncover: mana veins, barrels, ruins. No two watches are alike.
Torches hold the Mist back, and a tower in the dark cannot see. The enemy sends censer-bearers to snuff your flames out; your torch bearer runs to relight them. Lose the light and the ambush comes.
Archer, crossbow, catapult, arcane mage, fire mage, frost mage. Each one learns its craft by fighting and opens two opposing doctrines: bleed or burn, mark or detonate, freeze solid or shatter shields. Add 7 Commander powers and a new offer from the armorer after every wave.
Every enemy is built in layers and every tower bites each layer differently. Read the horde, set each tower's priorities, and answer with the right steel.
A besieged camp. A graveyard with five green flames. A village with its lights still on. Events are deals, not cutscenes, and failing one doesn't end the watch: it makes the world stranger. Meanwhile the Commander sends orders: accept one, and earn its reward before the watch is over.
Choose your watch (First Light, The Long Watch or Dead of Night) and take your score to the online leaderboard. Between watches, spend what you earned at the Armorer's Workshop on permanent upgrades.
Act I: Farpost. The hill, the palisade, the mist. Thirty-five waves, three bosses, the people the Mist left behind, and one crack under the hill that does not close.
Act II: Lowgate. The town at the foot of the castle. Two roads, two hordes, drums in the dark. Towers that break and must be repaired, new defenses to raise, a witch who sells cards for blood, and a siege that hits the gate itself.
Act III: The Courtyard. Inside the castle walls, where the watch began. Everything you learned, against everything that was waiting.
Procedural maps drafted by the player
Fog, torches and darkness as core mechanics
Layered enemies: shield, armor, life
Permanent progression between watches
Online leaderboard
Full English voice acting, text and subtitles in 13 languages
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