Hoardkeeper

You are not the hero. You are what the hero came to rob.
Free Plays in your browser No download 20 stages 8 monsters · 10 adventurers 5 difficulties Synthesized audio
Play Hoardkeeper
Works on desktop and tablet · progress saves in your browser
Adventurers marching along a stone forest path while orc archers, a treant and a red dragon wait beside the road
Stage 1 — Mossy Crossing. The chest is bottom right. They are coming for it.

The pitch

Every tower defense casts you as the kingdom. This one doesn't. You are the thing at the bottom of the dungeon with a pile of gold, and a steady stream of armoured heroes has decided that pile belongs to them.

You start each stage with 100 gold in your chest. Every adventurer who reaches it walks off with 10 — and master thieves and bosses take a great deal more. Run the chest to zero and the stage is lost.

Every adventurer you kill pays silver, and silver is how you raise more monsters and level up the ones you have. The whole game is that loop: bleed them on the way in, spend the proceeds, and make the road worse.

Your warband

Orc Archer
Cheap, quick, single target. The backbone of any warband.
Orc Blademaster
Hacks anything that walks past. Short reach, brutal damage.
Goblin Bombardier
Lobs firepots over the road. Splash damage for packed columns.
Treant
Whips every adventurer in reach and leaves them staggering.
Thorn Elder
An older, angrier tree. Its roots hold invaders in place.
Red Dragon
Breathes a cone of fire. Expensive, and worth every coin.
Frost Wyrm
Freezing breath. Low damage, but nothing moves through it.
Venom Wyrm
Caustic spray that keeps burning long after the breath stops.

What makes it tick

Armour actually matters

Plate blunts arrows and blades far more than it blunts fire, frost or venom. A wall of archers melts squires and bounces off paladins — knights want a dragon, not another bow.

Level up as a Dungeonmaster

Kills and stage clears earn XP across the whole campaign. Every level grants a perk point to spend between maps on damage, range, attack speed, richer kills or a heavier chest lid — and perks apply to stages you already beat.

Twenty hand-laid roads

Greenwood, Emberwood, the Mirefen, the Underdeep, an old keep and the volcanic Cinderhalls. Each stage is a real 3D scene rendered to a painted board, with its own stone road and pad layout.

Call the wave early

Confident? Summon the next wave before the timer and pocket a bounty in silver. Greedy, and occasionally fatal.

Clerics heal, thieves sprint

Clerics and paladins patch up the column as it walks. Rogues dodge. Master thieves take 25 gold instead of 10. You have to read the wave, not just wall it.

Every sound is synthesized

There are no audio files. Bowstrings, firepots, dragon breath, the coin-clink of a leak and the ambient bed under each biome are all built live from oscillators and shaped noise — so the whole soundtrack costs zero bytes of download.

Five difficulty tiers

Trespassers, Adventurers, Heroes, Legends and Myths. Each raises adventurer health a lot and their speed a little — speed is the crueller dial. Harder tiers pay more silver and far more experience, and Myths is a real fight even with every perk bought.

Nothing eats your monsters

Adventurers only ever run for the hoard. What you build stays built — the pressure comes from the road, not from losing towers.

Screens

How to play

Built how

One hand-written HTML5 game — no engine, no framework. Every monster, adventurer, tree and stone road was modelled procedurally in Blender from a Python script and rendered to sprites and painted boards, so the whole game is about three megabytes and loads in a couple of seconds.

The audio is generated the same way: no samples, just the Web Audio graph driven by code, with a limiter holding the mix together when a dozen effects land at once.

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