Keep the last ember alive in a dark tower defense: 30 stages and 9 tower lines.
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Keep the last ember alive.
Cinderhold is a dark tower defense game about one thing: keeping the last ember alive. Hold the watchtower through waves of what comes out of the dark fantasy night, and don't let the flame go out.
■ One ember, one world
Almost all the light is gone in Cinderhold. The ember in your watchtower is the last of it. This isn't about many objectives, just one flame, and everything depends on it. If it goes out, the dark fantasy night swallows everything.
■ The dark keeps coming
Each wave brings more of the dark. Build, upgrade and position: classic defense depth, but the ember gives every decision weight. Here, losing means the light goes out.
• A single goal: keep the ember alive
• Rising pressure with every wave
• Depth in placement and upgrades
• Short runs with sharp tension
■ Three chapters, 30 stages
This dark tower defense runs through three chapters, Cinder Plains, Frost Ruins and Heart Crater, with 10 stages in each. Every stage sends 8 to 12 waves, with more in later chapters. The next chapter opens with enough stars and a win over the previous chapter's boss. There are 15 enemy types, including flying enemies and bosses.
■ Nine tower lines, 36 towers
You start with four core lines, and clearing stages unlocks five special lines. Every line upgrades through four tiers.
• Archer Tower: swift single-target fire
• Arcane Tower: magic damage that pierces armor
• Mortar Tower: wide explosive blasts
• Barracks: soldiers that block the road
• Frost Tower: slows enemies
• Tempest Tower: chained lightning
• Venom Tower: poison that ignores armor
• Beacon Tower: focused fire for bosses
• Treasury Tower: produces gold during battle
■ Choices in battle
Tap a placed tower to upgrade it, sell it or set its target priority to first, strongest or weakest. Barracks can move their soldiers' rally point. A Meteor Rain spell deals area damage and leaves a burn, and you can switch to double speed.
■ War Deck and Ember Forge
Before a battle, pick up to six unlocked tower lines for your deck. Ember Shards from battle go into the Ember Forge, where ten branches each take five permanent upgrades.
■ Difficulty and stars
Each stage has three difficulties, Story, Standard and Calamity, worth one, two or three stars when cleared. Calamity unlocks after clearing stage 1-6.
■ Daily Quests and Codex
Three daily quests are drawn each day from a pool of eight. The Codex tracks enemies, towers and stages, with rewards at kill milestones.
■ Dense defense runs
Short runs, sharp tension. The fun is in the holding, and in the last wave the ember matters most.
■ Settings and languages
Music and sound effects can be switched on or off, and the game is available in Korean, English, Chinese and Japanese.
■ Made for
• Players who want a dark fantasy game with a single clear stake
• Fans of tower defense and watchtower defense games
• Anyone who likes defense games built around one goal
A remove ads purchase is available in the Supply Post.
The flame still burns. Start the watch.