Build. Defend. Command.

Master the Battlefield

10 tower types, real-time hero command, scroll-based tactics, and tower synergies across 200 levels of Georgian history. Here's how it works.

Four Phases. Every Level.

Each level follows a rhythm that deepens with complexity. The loop stays constant — the strategy never stops evolving.

Build

Place towers strategically during a build phase. Assess the map layout, choose your tower composition, and position for maximum coverage. Every placement is a commitment.

Defend

Enemy waves advance along predetermined paths. Towers auto-attack based on type, range, and targeting priority. Manage your economy — earn resources from kills to build or upgrade.

Command

Your hero isn't a statue — trigger 3 active abilities on cooldown: basic (15-20s), advanced (45-60s), and ultimate (120-180s). Timing a hero ability at the right moment saves runs.

Earn

1-3 stars per level. First-time star unlocks earn SAKART tokens. Each star can only be earned once — no replay farming. The progression is pure skill.

Ten Tower Types. Infinite Combos.

Each tower is introduced one per era, reflecting the military technology of that period. Newer towers add strategic options — they never render older towers obsolete. Every tower upgradeable through 3 levels.

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Archer Tower

Era 0 — Single-Target DPS

Basic single-target damage at low cost. Fast attack speed, reliable output. The backbone of every defense from Ancient Colchis to modern Georgia. Level 3 gains critical hit chance.

Cost Low
Damage Medium
Range Medium

Catapult / Trebuchet

Era 0 — Area Damage

Area-of-effect splash damage. Devastating against clustered waves. Careful placement at maze chokepoints multiplies effectiveness. Level 3 gains increased splash radius.

Cost Medium
Damage High (AoE)
Range Medium-Long

Wall / Barrier

Era 0 — Path Control

Blocks enemy paths and redirects movement. Creates winding mazes that maximize tower coverage. Wooden palisades evolve into stone walls, Soviet barricades, and modern barriers across eras. Level 3 gains damage reflection.

Cost Low
Damage None
Effect Path Redirection

Cavalry Outpost

Era 1 — Fast Patrol

Fast patrol units that intercept enemies along the path. High mobility, ideal for catching speed runners and plugging gaps in your defense. Iberian horsemen evolve through Georgian knights to modern cavalry. Level 3 gains charge attack.

Cost Medium
Damage Medium
Speed Fast

Siege Tower

Era 2 — Heavy Damage

Heavy damage, slow attack speed, excels against armored targets and structures. Fortified gatehouses and battlements designed to crack the toughest enemies of the Age of Invasions. Level 3 gains armor penetration.

Cost High
Damage Very High
Speed Slow

Church Shrine Tower

Era 3 — Buff/Debuff

Church shrines and monasteries inspired by the Georgian Orthodox Church, which preserved Georgian national identity during centuries of Arab occupation. Abilities: "Bell Toll" slows enemies in a wide radius — church bells rallying defenders; "Sanctuary" creates a shield around nearby towers — fortified church walls; "Divine Light" (Level 3) increases nearby tower damage — spiritual inspiration that turns the tide of battle.

Cost High
Damage Low
Effect Crowd Control / Buff

Gunpowder Tower

Era 5 — Long Range

Long-range piercing projectiles that hit multiple enemies in a line. Cannon emplacements and musketry positions reflecting the early modern warfare between Ottoman and Persian empires. Level 3 gains explosive rounds.

Cost High
Damage High (Piercing)
Range Very Long

Industrial Tower

Era 6 — Rapid Fire

Rapid-fire multi-target suppression. Machine gun nests and artillery emplacements of the Russian Empire era. Hoses down infantry swarms and suppresses cavalry charges with overwhelming fire rate. Level 3 gains area suppression.

Cost Medium-High
Damage Medium (Multi)
Speed Very Fast

Bunker Tower

Era 8 — Heavy Armor

Reinforced concrete bunkers and pillboxes. Massive survivability — can absorb damage that would destroy other towers. Soviet-era fortifications that hold the line when all else fails. Level 3 gains self-repair.

Cost Very High
Armor Extreme
Survivability Maximum
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Tech Tower

Era 9 — Precision

Precision strikes and drone support platforms. Modern military outposts with guided targeting. Can mark enemies for other towers to focus. The pinnacle of tower technology in the final era. Level 3 gains target-locking precision strikes.

Cost Very High
Damage High (Precision)
Effect Target Marking

Tower Synergy System

Place specific tower combinations within a 3-tile adjacency radius to activate powerful synergy bonuses. Archer + Cavalry increases attack speed. Church Shrine + Wall creates a slowing zone. Each era introduces 2-3 new combos, building to a rich strategic toolkit.

Named Synergy Combos: "Didgori Formation" — military synergy reflecting David IV's legendary tactical formations, boosting adjacent tower damage and attack speed. "Tamar's Grace" — shrine-based defensive synergy that grants nearby towers damage resistance and slow regeneration. "Caucasus Wall" — barrier-heavy fortification synergy where multiple walls and barriers link together to create impassable fortified zones with shared damage reduction.

Elevation Mechanic

Towers placed on elevated positions gain +15-20% range. Projectile towers also receive a damage bonus from improved attack angle. The best elevated positions are the most exposed — creating risk-reward decisions on every map.

Know Thy Enemy

Five enemy categories with era-specific variants. From tribal warriors to mechanized infantry — each wave demands a different defensive approach.

Infantry

Standard path movement at moderate speed and HP. The backbone of most waves. Splash towers and chokepoints handle them. Era variants: Colchian tribal warriors (Era 0), Arab foot soldiers (Era 2), Mongol infantry (Era 4), Ottoman janissaries (Era 5), Soviet conscripts (Era 8).

Cavalry

Faster movement and higher HP than infantry. Require focused fire and speed-reducing effects to counter. Era variants: Iberian mounted archers (Era 1), Seljuk horsemen (Era 2), Mongol horse archers (Era 4), Persian qizilbash (Era 5), Cossack cavalry (Era 6).

Siege Units

Slow but devastating — they attack your towers directly. They don't follow the path — they destroy it. Forces you to defend the maze itself. Era variants: Greek siege engines (Era 0), Arab siege towers (Era 2), Mongol catapults (Era 4), Ottoman bombards (Era 5), Russian artillery (Era 6).

Flying Units

Ignore path constraints entirely. Only targeted by towers with anti-air capabilities. Mythological devi in early eras, reconnaissance aircraft in later ones. Demands diverse tower compositions.

Support Enemies

Heal or shield nearby enemies. Shamans, medics, propaganda units. Prioritize them immediately — if a healer reaches the middle of a swarm, the wave stalls and leaks through.

Boss Encounters

At the end of every 5th level (levels 5, 10, 15, 20), face named historical or mythological bosses with multi-phase fights. Aeetes, King of Colchis (Era 0), the Arab Emir of Tbilisi (Era 1), Seljuk Turk Warlord (Era 2), Jalal ad-Din (Era 3), General Chormaqan (Era 4, led the actual Mongol conquest of Georgia 1236-1243), Timur (Tamerlane) (Era 4, second boss — the devastating conqueror who sacked Tbilisi), Agha Mohammad Khan (Era 5), Russian Imperial General (Era 6), Soviet Red Army Commander (Era 7), Soviet General (Era 8), and Russian Modern General (Era 9) — each requires specific strategies and diverse tower compositions to defeat.

Legends Walk the Battlefield

Each hero has 3 active abilities: basic (15-20s cooldown), advanced (45-60s), and ultimate (120-180s). Heroes are era-specific — they can only be used in levels from their historical period. Defeated heroes enter a redeployment cooldown.

Medea

Era 0 — Ancient Colchis

The Colchian princess and legendary sorceress. Reclaimed in Georgian tradition as a powerful local figure. Provides poison damage to enemies and healing buffs for nearby towers. Ultimate: "Colchian Alchemy" — transmutes the battlefield, granting massive temporary buffs to all nearby towers.

Type Support / Control
Basic CD 18s
Adv CD 50s
Ult CD 150s

King Pharnavaz

Era 1 — Kingdom of Iberia

Founder of the Iberian kingdom. Provides kingdom-wide buff abilities that boost the economy and reduce tower costs — reflecting his historical role as state builder and reformer.

Type Kingdom Buff
Basic CD 20s
Adv CD 55s
Ult CD 160s

Saint Nino

Era 1 — Kingdom of Iberia

The woman who Christianized Georgia in the 4th century. Healer and protector — shields towers from damage and projects a slow aura that reduces enemy movement speed in a wide radius. Ultimate: "Vine Cross" — Saint Nino's cross of grape vines blooms across the battlefield, healing all towers and stunning enemies in a massive area.

Type Healer
Basic CD 16s
Adv CD 45s
Ult CD 140s

Vakhtang Gorgasali

Era 1 — Kingdom of Iberia

The Wolf-Lion King who founded Tbilisi. Military commander whose aggressive abilities boost tower damage in an area, reflecting his legendary battlefield prowess and relentless campaigns. Advanced ability: "Wolf's Head" — a devastating charge attack that damages and fears enemies in a line.

Type Offense
Basic CD 15s
Adv CD 48s
Ult CD 145s

Bagrat III the Unifier

Era 2 — Age of Invasions

The king who unified western and eastern Georgia in 1008, creating a single kingdom from fragmented principalities. Consolidation abilities that boost all tower stats and reduce placement costs across the map. Ultimate: "Kingdom United" — temporarily boosts all towers to peak efficiency, reflecting the dream of a unified Georgia.

Type Consolidation
Basic CD 20s
Adv CD 55s
Ult CD 160s

David IV (David the Builder)

Era 3 — Georgian Golden Age

The great reformer king who defeated the Seljuk Turks at the Battle of Didgori. Provides military leadership buffs that increase global tower damage and reduce upgrade costs across the map.

Type Offense / Leadership
Basic CD 20s
Adv CD 55s
Ult CD 165s

Queen Tamar

Era 3 — Georgian Golden Age

The warrior queen. Tamar's diplomatic and governance abilities generate bonus resources and provide temporary invulnerability to structures, reflecting her reign of unprecedented prosperity and strength.

Type Defense / Economy
Basic CD 18s
Adv CD 52s
Ult CD 155s

Shota Rustaveli

Era 3 — Georgian Golden Age

Georgia's greatest poet, author of 'The Knight in the Panther's Skin.' His cultural inspiration increases attack speed for all towers on the map — an inspired defense is a deadly defense.

Type Cultural Inspiration
Basic CD 17s
Adv CD 48s
Ult CD 148s

Zakare Zakarian

Era 3 — Georgian Golden Age

The commander who led Georgian armies in the liberation of Ani and other territories. Standard academic name is Zakarian (not Mkhargrdzeli). Cavalry tower boost and coordinated strike abilities. Ultimate: "Caucasian Conquest" — sends a massive cavalry wave against enemies, the full might of Golden Age Georgia unleashed.

Type Offense / Command
Basic CD 18s
Adv CD 50s
Ult CD 140s

Queen Rusudan

Era 4 — The Mongol Catastrophe

Queen who ruled during the initial Mongol invasion, forced to submit to Mongol demands. Emergency resource generation and enemy damage reduction abilities reflect her desperate diplomacy. Ultimate: "Last Appeal" — generates massive resources but reduces tower HP, a queen's final bid for survival.

Type Diplomacy / Desperation
Basic CD 20s
Adv CD 55s
Ult CD 150s

George V the Brilliant

Era 4 — The Mongol Catastrophe

The king who recovered Georgian independence from Mongol rule and reunited the fragmented kingdom. Tower repair and stat restoration abilities. Ultimate: "Reunification" — repairs all towers and temporarily boosts stats to Golden Age levels, a brief return to former glory.

Type Restoration
Basic CD 22s
Adv CD 50s
Ult CD 160s
🌮

King Erekle II

Era 5 — Between Empires

The last great Georgian king, caught between Ottoman and Persian empires. Combines military leadership with diplomatic finesse — temporarily reduces all enemy damage and generates emergency resources. Advanced ability: "Desperate Alliance" — calls in temporary allied reinforcements. Ultimate: "Last Stand" — all towers gain massive damage and armor for a brief, heroic final push.

Type Defense / Diplomacy
Basic CD 19s
Adv CD 54s
Ult CD 158s

Vakhtang VI the Lawgiver

Era 5 — Between Empires

Scholar-king who created a comprehensive legal code, translated works, and attempted modernization. Economy and law abilities that systematically improve resource generation and tower cost efficiency. Ultimate: "Codified Defense" — permanently improves tower cost efficiency for the remainder of the battle.

Type Economy / Law
Basic CD 20s
Adv CD 60s
Ult CD 180s
📖

Ilia Chavchavadze

Era 6 — Russian Empire

The father of modern Georgia. Cultural leader and modernizer whose abilities boost tower efficiency and resource generation — reflecting his historical role in Georgian national awakening and modernization.

Type Economy / Culture
Basic CD 21s
Adv CD 58s
Ult CD 168s
🛡

Prince Pyotr Bagration

Era 6 — Russian Empire

Georgian-born Russian military hero, famous for his defense at the Battle of Borodino (1812). Passive damage reduction for nearby towers and countercharge abilities that reflect incoming damage. Ultimate: "Borodino Defense" — creates an impenetrable shield around all towers briefly, the spirit of the battle that defined a nation.

Type Defense / Military
Basic CD 16s
Adv CD 45s
Ult CD 150s

Noe Jordania

Era 7 — First Democratic Republic

Leader of Georgia's first democratic government. Diplomatic coordination abilities that temporarily strengthen all towers and generate emergency resources — holding the republic together against overwhelming odds.

Type Diplomacy
Basic CD 18s
Adv CD 50s
Ult CD 152s

Merab Kostava

Era 8 — The Soviet Century

Georgian dissident and national hero, co-leader of Georgia's independence movement. Resistance abilities boost tower resilience and reduce enemy debuffs. Ultimate: "National Will" — creates a powerful defensive aura around all towers, the unbreakable spirit of independence that could not be crushed.

Type Resistance
Basic CD 18s
Adv CD 50s
Ult CD 160s

Heroes span all 10 eras, with major eras featuring multiple legendary figures. Heroes level up through gameplay — each battle grants XP, improving stats and reducing cooldowns. Max level capped to prevent power inflation.

Tactical Consumables. Permanent Upgrades.

Two types of scrolls: standard consumables for tactical advantage, and mastery scrolls as permanent tradeable NFTs.

📜

Standard Scrolls

Consumable items providing powerful temporary effects: damage boosts, resource generation, crowd control (freeze/slow), tower healing, and temporary invulnerability. 50 inventory cap forces strategic choices.

Earned through gameplay or purchased with in-game currency. Not blockchain assets — consumed on use. Cannot be traded between players.

Consumable 50 Cap Single Use

Mastery Scrolls (NFTs)

Permanent passive bonuses represented as ERC-721 NFTs. Not consumed — activated in your loadout before each level. Stack up to 3 copies of the same type: +3%, +6%, +9% bonus to a specific stat.

Tradeable on the marketplace. For example, 3 copies of 'Archer Tower Mastery' grant +9% Archer damage. The stack cap ensures mastery enhances without breaking balance.

ERC-721 Permanent 3-Stack Max (+9%)

No SAKART Boost Scroll

There is no SAKART Boost scroll. Token economy is driven entirely by star-based earning. No consumable item accelerates or modifies SAKART rewards. This prevents economic exploits and keeps distribution clean.

Skill Opens Every Door

No loot boxes. No paywalls. No difficulty tiers. Progression is purely skill-based with transparent requirements for every unlock.

Star Rating

Three tiers of completion per level. 1 star: survive all enemy waves. 2 stars: retain 50% or more lives. 3 stars: complete under a special constraint — time limit, resource cap, tower count limit, or no-upgrade restriction. Each star grants a one-time SAKART reward scaled by era.

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Era Unlocking

Complete 15 of 20 levels in the current era (earning at least 1 star each) to unlock the next era. Permissive by design — skip the hardest levels and return later with stronger towers and more experience. The journey through Georgian history continues at your pace.

Anti-Grind Design

Each star can only be earned once. Replay farming is mathematically impossible. SAKART tokens enter circulation only through first-time achievements. Total supply is bounded by the number of players and levels. This is non-negotiable.

200
Campaign Levels
3
Stars per Level
600
Total Stars
10
Eras to Master

PvP and Survival

Two competitive formats for endgame engagement: asynchronous PvP with identical loadouts, and endless survival against escalating waves.

PvP: Attack-Then-Defend

Asynchronous format — no simultaneous online required. Attack phase: send waves against opponent's preset defense. Defend phase: your defense faces their waves. Winner by total score across both phases.

  • Turn order: Rock-Paper-Scissors decides who attacks first
  • Fair play: Identical loadouts for both players
  • No re-rolls: Fixed scroll selection — adapt, don't gamble
  • AI defense: Your towers fight automatically when you're offline
  • Matchmaking: League tiers by skill, not era progress
  • Rotating roster: Weekly hero and scroll selection changes

Survival Mode

Endless wave defense with escalating difficulty. No win condition — survive as long as possible. Use your full tower roster, hero collection, and scroll inventory without restrictions.

  • Scaling difficulty: Even the best loadout falls around wave 50-100
  • Full arsenal: All unlocked towers, heroes, and scrolls available
  • Global leaderboard: Highest wave, total kills, score
  • Seasonal resets: Fresh leaderboards with SAKART prizes for top performers
  • Unique enemies: Variants not found in the campaign

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