A real counter system
Five damage types meet resistances, armour and immunities. Spam a single tower and you hit a wall by world 4.
Norse tower defense · a one-person project
Nine worlds of Norse myth, one road — and everything marching down it. Place towers freely instead of on a grid, counter armour, frost, fire and poison, and carry your progress from one run into the next.
The game
Wardspire is deliberately lean: a few systems that interlock deeply. Every world teaches a new lesson — and demands an answer to it.
Five damage types meet resistances, armour and immunities. Spam a single tower and you hit a wall by world 4.
No build slots: put your towers wherever there is room. The road itself stays clear — the rest of the field is yours.
From level 3 you choose: volley or precision, shrapnel or siege, frost or fire. Every choice changes the tower's role.
Portals open one after another and merge. Each new road adds another stream — your coverage has to grow with it.
Victories pay glory. In the forge you unlock towers and upgrade them permanently — every run feeds the next.
Endless mode never caps the wave count. A boss arrives every ten rounds, and your best wave is saved.
Arsenal
None of them is an all-rounder. Pick one — the card beside it shows what it is meant for.

Scout of the palisade
Fast standard fire, cheap to build, available from the start. One of only two towers that hit fliers — and it mows down the rank and file everything else ignores.
Specialisations from level 3

Siege engine
A heavy bolt with splash damage. Against dense hordes the most efficient thing in the arsenal — but it only hits what stays on the ground.
Specialisations from level 3

Rune magic
The only tower whose element you switch mid-game: frost or fire. That choice decides whether you stack burn damage or sidestep resistances.
Specialisations from level 3

Anti-armour
One hard single shot that cracks armour open. The clean answer to huskarls, trolls and golems — and a complete waste against hordes.
Specialisations from level 3

Control
It doesn't attack a single target, it pulses in a radius. The only tower in the game that slows — and therefore hands every other tower more time to shoot.
Specialisations from level 3

Chain lightning
The bolt jumps from the target to the next one and loses force along the way. The tighter the pack runs, the more it gets out of them.
Specialisations from level 3

Poison over time
It stacks poison instead of killing outright. Superb against tough targets — and utterly useless against anything immune to poison.
Specialisations from level 3

Support
It doesn't shoot at all. It raises the damage of every tower in range — and turns a good position into a great one.
Specialisations from level 3
From difficulty Hard on, every upgraded tower also gains a rune socket.
From difficulty Hard
A tower at level 3 takes one rune and changes the way it fights. Socketing is free, swapping costs 25 gold.
Hits set the target ablaze (35% chance).
Shots arc to one more target. Marksman towers only.
Impacts shatter and catch the bystanders too.
Kills by this tower grant 25% more gold.
25% more damage, 10% slower fire rate.
Considerably more range at slightly lower damage.
Faster rate of fire at slightly lower damage.
More frequent critical hits.
Hits may leave the target bleeding.
Hits may poison the target.
Badly wounded enemies drop at once. Bosses do not.
The first hit on a boss returns one life.
Five runes are in the game. Seven more are planned and not included yet — their exact effect is settled during balancing.
Runes are unlocked in the forge. They only apply from difficulty Hard upwards.
Normal stays deliberately rune-free.
Replay value
The campaign is built around Normal and fully playable there. The harder grades unlock once you have beaten Asgard.
The calibrated campaign: nine worlds, each asking more of you than the last. No runes.
Tougher enemies, more randomness in the waves — and runes enter the game.
Announced wave mutators and a boss escort from the very first world.
Hard and Nightmare are still in the works and locked in the demo. An endless mode comes on top, on every map.
Campaign
Every world has its own biome, its own danger, and at the end of the twentieth wave a boss that punishes exactly what you neglected on the way there.

Green meadow · realm of men
The lesson: hordes, one road, armour only late on.
Boss Jarl

Bright elven forest
A second road opens — and the first ravens come in over it.
Boss Elf Lord

Marshes & fertile water
Few enemies, but heavy ones. Build for numbers and you stall here.
Boss Vanir Guardian

Dwarven mines · underground
Stone and ore. Turn up with the starter pair and you only scratch the plating.
Boss ???

Mountains & rock
Giants, tight ledges, little space to build. Every position counts double.
Boss ???

Ice, mist, frost
Ice trolls — and somewhere behind them, someone keeps patching them up.
Boss ???

Fire, lava, basalt
Nothing burns here any more. Build on flames and you watch them fizzle.
Boss ???

Realm of the dead
Draugr split when they die. And what worked elsewhere leaves them cold.
Boss ???

Golden god-fortress · finale
Everything at once. Standing here means you learned every lesson of the eight worlds before.
Boss ???
What comes at you
Eight base types — plus elite ranks and random traits that make the same wave look different every time.

The backbone of every wave. Fast enough to hurt in numbers.

Runs at the front, dies fast — if you catch him first.

Shield bearer. Without armour break half your field chews on him.

Heals the most wounded around her. Rare, but she decides waves.

Breaks into two draugling when killed. A kill is never just a kill.

Flies straight over the switchbacks. Only two towers can reach it.

The heavy flier. Anti-air stops being an afterthought here.

Slow, armoured, unpleasantly tough. The reason the harpoon exists.
Then there is rank — the same creature, three steps harder:
Wave 20
Every world ends on wave 20 with a boss of its own — and it has to fall. Let it through and the run is lost, no matter how many lives are left.
Jarl
Elf Lord
Vanir Guardian
???
???
???
???
???
???
Who waits there is not for this page to tell. The archive in the game, too, reveals a boss only once you have faced it.
Take a look
Six shots from the game as it plays — click one for the full view. The trailer follows.

Screenshot 1/6 · Midgard · the first watchtower

Screenshot 2/6 · Niflheim · rime totem on ice

Screenshot 3/6 · Helheim · watchtowers in battle

Screenshot 4/6 · Muspelheim · tower stats in view

Screenshot 5/6 · Archive · look up your foes

Screenshot 6/6 · Forge · spending glory
Development
Wardspire is a solo project. The content for 1.0 is complete — what's left is polish, balance and the road to Steam.
Done
8 towers, 17 enemies and all 9 worlds are built, animated and playable — including the roguelite meta layer and endless mode.
Now · v0.9.3
Playable demo for Windows and Linux. Alongside it, the difficulty curve is being tuned — world by world, on real playthroughs.
October 2026
A public demo week with a Steam page, a trailer and plenty of outside feedback.
November 2026
Full version with all nine worlds, higher difficulties and the rune branch of the forge.

Placeholder · July 2026
All nine world bosses were too soft — now they bring a bodyguard and march at the pace of their horde.
Post coming
Placeholder · July 2026
Free placement feels better but costs rules: road clearance, base footprint and a hand-painted build mask per map.
Post coming
Placeholder · June 2026
Progress now only comes from runs you win — farming waves no longer pays.
Post comingDemo · Steam Next Fest, October 2026
The demo includes the early worlds along with the forge and endless mode.
Feedback reaches me straight from the pause menu via “Report a bug”.
Technical
Rough figures for the demo. 2D, no heavy effects — it runs on older machines too.
Runs at 1080p with fullscreen, a frame rate cap and a low-power mode for weak graphics chips. Four languages: German, English, French, Spanish.