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Lightwarden In development

Idle tower defence

Keep the last light burning.

A calm idle tower defence that respects your time. The lighthouse fires on its own as its beam sweeps the sea; you choose the upgrades, the blessings and the moment to strike back.

Every tenth wave a herald brings a choice of Storm Blessings, and every fiftieth a Storm Boss rises from the water.

Genre
Idle tower defence
Platforms
Android and iOS
Status
In development
Lightwarden: the Kraken attacks the lighthouse at wave 50

Highlights

Every run builds on the last.

  • The beam

    Creatures caught in the light take extra damage, and hidden ones appear only when it finds them.

  • Forty Storm Blessings

    Calm a herald to choose one of three run-changing powers, some of which evolve.

  • Storm Bosses

    The Kraken, the Ghost Galleon and more, with attacks drawn on the water before they land.

  • The Lamp Room

    Permanent upgrades that show the before and after, and can be refunded in full.

  • Night Watch

    The lighthouse keeps earning for up to twelve hours while you are away.

  • A home to make your own

    Keepsakes on the cottage shelves, a lighthouse to decorate and a cat called Wick.

Logbook

Creatures of the deep, and the storms that bring them.

Every creature you banish is recorded in the bestiary, from the Brine Crab to the Nettle Jelly. Heralds arrive every tenth wave, and Storm Bosses such as the Kraken and the Ghost Galleon rise every fiftieth. The ones still unknown wait as silhouettes until you meet them.
  • Lightwarden: the bestiary of sea creatures and how many have been banished

    The bestiary

  • Lightwarden: the Storm Bosses page with the Kraken and the Ghost Galleon

    Storm Bosses

  • Lightwarden: the heralds page with the Old Shellback, the Reef Matron and the Lantern Jelly

    Heralds

Lightwarden: the Lamp Room with upgrades and their before and after values

Lamp Room

Grow stronger between runs.

When the lamp goes out, the Shells you earned buy permanent upgrades across the rooms of the lighthouse, each showing exactly what it changes before you buy it.

Lightwarden: choosing a Signal such as Gull Familiars, Storm Call or Spell Surge

Signals

Answer the storm with your own.

Six Signals, from Sunflare to Storm Call, strike back on cooldown or on their own when the moment is right. A well-timed Signal can cancel a boss’s attack outright.

Lightwarden: the Sail screen with the swells of Moonlit Bay and Whispering Fog

Sail

Choose your sea.

Pick a sea and a swell for each run: calm water to learn it, rougher water for richer rewards, and a weekly Squall challenge for those who want more.

Lightwarden: the keepsake shelves with the Kraken’s Tooth, a ship in a bottle and a brass compass

Keepsakes

A collection worth keeping.

Thirty-six keepsakes fill nine shelves in the cottage, from the Kraken’s Tooth to a ship in a bottle. Each one is earned in play, and every finished shelf makes the lighthouse stronger.

Lightwarden: the Feats page with achievements ready to claim

Feats

Achievements that reward the long game.

Thirty-six Feats, each in tiers, mark the milestones of a keeper’s career: reaching wave one hundred, opening new swells, banishing heralds and filling the bestiary.

Lightwarden: decorating the lighthouse, its garden, jetty and gallery

Decorate

A lighthouse that is yours.

Paint the tower, change the beam’s colour, dress the warden and furnish the garden, the jetty and the cottage, with Wick the cat keeping watch.