Tower defense · in your browser

Too young for dragonfire,
so he built his own.

Wick is a young dragon with a wrench, a workshop and a hoard to keep. Raiders march in, grab the treasure and run for the cave mouth. Stop them with the machines he built himself. Kill a carrier before it gets out, and its coins fly home.

Free · no ads · nothing to buy · no sign-up

Wave 9 of 20 on The Coldroot Stair: a long column of helmeted raiders and a hooded figure in purple flame wind up a cobbled road below a blue-roofed castle on a heap of gold, past crossbows, gargoyle statues, a toothed treasure chest, a fire brazier, a propeller machine and a crystal drum, while a small red dragon crews a crossbow in the middle. Treasure reads 60 of 60, and the machine bar names each machine with its price.
The getaway

They grab the gold. Then they have to get it out.

Your treasure, sixty coins in the keep, is your life. Lose it all and the defense ends. You build from a separate purse of gold, so machines never cost you treasure.

  1. Grab

    They reach the pile

    A raider that makes it to the hoard takes coins: one for a Scrapling, up to twenty-five for the Hoard King. Then it turns for the cave mouth.

  2. Run

    Heavier loot, slower getaway

    Loot weighs a raider down. Your Crossbows, Mimics, Roosts and Braziers go after fleeing carriers first.

  3. Home

    Kill the carrier

    Every coin a carrier is still holding when it falls flies back to the pile. Coins that reach the cave mouth are gone for good, and your stars count them.

Wick can win coins back without a kill, too. Stand him in a fleeing thief's path and he shakes its coins loose, one at a time.

Wave 12 of 20: four armored raiders, each with a 5-coin badge over its head, carry their loot away from the castle's gold pile past a toothed treasure chest, while '+5 recovered!' rises beside them where the defenses have just stopped a carrier and sent its coins home. Treasure reads 40 of 60 and the wave panel reads 20 stolen.
Wave 12 on The Coldroot Stair. One carrier stopped, and its five coins are on their way home.
How it plays

Small dragon. Clever defenses.

Pick a machine from the bar, set it down beside the road, and upgrade it as the waves get worse. Then decide where Wick himself should stand.

Build beside the road

There are no fixed tower slots. Set a machine on clear floor beside the road, wherever the fight needs it. Round stone pads take 20% off the price.

Put Wick to work

Send Wick to crew a weapon and it fires 70% faster and hits 30% harder. Put him aboard a Bellows Post or Coin Press and he boosts its aura or its gold. Even standing nearby, he overclocks the closest machine by 25%.

Wick's Breath

Tap BREATH to scorch every raider in Wick's reach for 26 damage, straight through armor, flyers included. It recharges in 14 seconds.

Two final forms each

Upgrade a machine twice, then choose what it becomes. That choice is for good.

Machines that don't shoot

A Bellows Post fans the machines around it to fire faster. A Coin Press mints gold when each wave ends.

Mother stirs

Let the treasure fall to 15 and the keep begins to glow. Tap it and Wick's sleeping mother breathes, once a run: 60 damage to every raider on your road.

Between waves a seven-second clock runs down. Call the next wave early for a little bonus gold, or use the time to build.

Wick's field guide

Eight machines. Sixteen final forms.

Three are ready on your first keep, and campaign stars unlock the rest. Daily Siege and Duels always hand you all eight.

A brass-banded drum topped by a ring cage around a glowing teal crystal

Gemsinger

50 gold
Ground + air

“Chills raiders slow. Hits flyers. Low damage.”

Final forms: Deepchill Coil or Tuning Fork

Campaign: from the start

A wooden crossbow on a round turntable, worked by a small crewman

Kobold Crossbow

70 gold
Ground + air

“Fast bolts, long reach. Hits flyers.”

Final forms: Overwinder or Windlass Rig

Campaign: from the start

A toothed treasure chest full of coins

Latch Mimic

80 gold
Ground only

“Hard bite, short reach. Ground only.”

Final forms: Gearjaw or Magnet Jaws

Campaign: from the start

A winged stone gargoyle crouched on a spring-loaded pedestal

Gargoyle Roost

90 gold
Ground + air

“Longest reach. Best vs air. Ground pierce only.”

Final forms: Drillbolt or Netcaster

Campaign: unlocks at 1 star

A four-bladed rotor on a brass post, wound by a small crewman

Whirlyjack

110 gold
Ground + air

“Spinning blades cut a whole ring. Hits flyers.”

Final forms: Updraft Rotor or Threshing Rotor

Campaign: unlocks at 3 stars

An iron furnace pot full of flame, stoked by a small helper

Soot Brazier

100 gold
Ground only

“Lobs fire — splashes a crowd. Ground only.”

Final forms: Whistlepot or Tar Boiler

Campaign: unlocks at 2 stars

A brass bellows with a fan on top and two small helpers on a seesaw

Bellows Post

120 gold
Support

“NOT A WEAPON — machines near it fire +15%.”

Final forms: Gale Bellows or Tempering Post

Campaign: unlocks at 4 stars

A brass screw press with trays of fresh coins

Coin Press

140 gold
Support

“NOT A WEAPON — mints 26g when a wave ends.”

Final forms: Royal Mint or Tithe Press

Campaign: unlocks at 6 stars

The raiders

Ten kinds of thief.

“The Guild wants your treasure. Make them work for it.” Every raider needs a different answer. The first time each one turns up, a card tells you what it does and how to stop it.

A grinning thief in a bucket helmet with a loot sack

Scrapling

Fodder with a loot sack. Everything works on him.

A hooded rogue in mid-leap

Filcher

The fastest thief on the road, and he grabs three coins.

A knight in heavy plate armor with a spiked mace

Bulwark

Armor takes 5 off every direct hit. Burns, Gemsinger pulses and Breath go straight through.

A raider hidden behind a tall wooden pavise

Shellback

A pavise halves Crossbow and Roost bolts, until a Drillbolt breaks it for good.

A feathered, griffin-like flyer carrying a satchel

Gloomwing

Flies over ground-only machines. Bring something that hits air.

A robed cleric clutching coins and a crystal staff

Greed Hexer

Heals the raiders around him. Set an aiming machine to HEXER to hunt him.

A hooded rogue wreathed in purple flame

Blinker

Teleports up the road every few seconds, unless a Gemsinger has it chilled.

A masked, goggled thief with a crowbar

Pry-Hand

Jams the machines he passes. Wick clears a jam fastest by climbing aboard.

A stout armored man with a round shield

Hogshead

Splits into two Scraplings when he falls. Bring splash.

A crowned king in gilded armor holding a scepter

The Hoard King

Grabs up to 25 coins at once. His war drum hurries his court, and at half health he calls more.

Ways to hold the hoard

Four keeps, one endless siege, four rivals.

Campaign

Four keeps, twenty waves each

Hold The Long Sleep, The Undergallery, The Coldroot Stair and The Twin Throats, each ending with the Hoard King. Win with treasure left, and your stars count the coins that got away.

  • Three stars if five coins or fewer escape
  • Stars unlock machines and buy lasting upgrades in the Forge, with a free respec
  • Six trials remix a keep you've already won
  • A checkpoint saves at the start of every wave
Daily Siege

An endless siege, the same for everyone

One siege per UTC day, with the same keep and the same waves for every player. There is no last wave. How many can you hold?

  • Everyone starts equal: 120 gold, all eight machines, no Forge upgrades
  • A Hoard King every tenth wave
  • Restart as often as you like; your best wave stands
  • An all-time ladder of the deepest sieges, if you say yes
Duel

One cavern, two dragons

Face a computer rival in The Split Cavern. The same raiders march down both roads for twelve waves. Keep more treasure than your rival, or sack their hoard outright.

  • Four rivals, Tallow, Flint, Ember and Cinder, each with their own way of building
  • No Forge upgrades, and all eight machines on your bar
  • Your first win against each rival pays Hoard Marks
Your Cavern

New looks are earned, not bought

Spend Hoard Marks across six shelves: recolour Wick, re-mint your coins, swap the keep, repave the road. Preview any look free before you unlock it.

  • Marks come from new stars, first trial badges, first rival wins and deeper Daily Sieges
  • Looks never change a single number
Screens

Torchlight, brass and a great deal of gold.

Wave 10 of 20: a crowned raider in gold armor and a red cape walks back down the road from the castle's coin pile with a 25-coin badge over his head, while the red dragon crews a crossbow in the middle of the board. Treasure reads 35 of 60 and the wave panel reads 25 stolen.
The getaway
The Hoard King, 25 coins heavier
A Final upgrade panel over the cavern, Pause and Back in its top corner, offers two paths, Overwinder and Windlass Rig. The selected Overwinder reads: every fifth shot deals double damage, damage 20 to 34, reach 118 to 130, with a gold button reading Build Overwinder, permanent choice, 110g. Below it, the crowned Hoard King walks into the crossbow's range.
Final upgrade
Pick one path, for good
A cavern split in two: a blue-roofed castle on gold at the top left and a dark castle on a pile of gems at the top right, with raiders marching up both roads past bronze machines on the left and silver machines on the right, where a purple dragon crews one of them. A bar reads 60 Cinder.
Duel
Same raiders, two roads
The Your Cavern sign hangs over a preview of Cobalt, a blue coat for Wick, with a button reading Unlock, 200 marks, above a grid of eight dragon colours, Ember equipped and the other seven priced in marks, and tabs for Wick, Coin, Hoard, Keep, Road and Works.
Your Cavern
Paid for in earned marks
Wick's field guide open on its Machines tab, listing Gemsinger, Kobold Crossbow, Latch Mimic, Gargoyle Roost, Whirlyjack and Soot Brazier with their prices and short roles.
Field guide
Every machine, explained
The Hoardling title screen: a small red dragon in goggles holding a wrench stands on a heap of gold between two lit braziers, under a sign reading Hoardling, Wick's Workshop. Below are the four campaign keeps with their stars, unearned ones shown as empty sockets, and buttons for Daily Siege and Duel.
Wick's Workshop
Where every defense starts
The deal

Free, and nothing for sale.

A game about guarding treasure shouldn't be busy taking yours. There is nothing to buy and nothing to watch. Every new look and every upgrade is earned by playing.

Nothing to buy

No purchases, no subscriptions, no coin packs. Hoard Marks are earned in play and can't be bought.

No ads

Not before a wave, not after a loss, not anywhere in the game.

No sign-up

There's no account to make and nothing to type in: no name, no email, no password.

The ladder asks first

Daily Siege posts your best wave to a public all-time ladder only if you say yes, under a random WICK-XXXX name. The details.

Saved on your device

Progress lives in your browser, with no copy on our servers.

A fair Daily

Everyone starts a Daily Siege on 120 gold with all eight machines and no Forge upgrades. Looks never change a number.

Common questions

FAQ

Where can I play Hoardling?

In your browser, at hypersage.ai/hoardling/play/. It's made for a phone held upright; on a computer it plays in a tall window framed by the cavern. It needs a connection to load, and your save stays in that browser.

Does it cost anything?

No. Hoardling is free to play in your browser, with nothing to buy: no purchases, no subscriptions and no ads. Every look you unlock in the Cavern is paid for with Hoard Marks you earn by playing.

How is my progress saved?

On your device. Stars, Forge upgrades, trial badges, Hoard Marks and looks are kept in your browser's storage. A campaign keep also saves a checkpoint at the start of each wave, so you can close the game and pick up from the start of that wave. Daily Siege and Duel runs are played in one sitting. There's no sign-up and no cloud copy of your progress, so clearing site data, using a private window or switching browsers starts a fresh save.

What does the leaderboard share?

Only what you agree to. The first time you open Daily Siege, the game asks whether to post your waves to a public all-time ladder. Say yes and it signs your browser in anonymously and posts your wave count under a random WICK-XXXX name; it never asks for your name or email. Say no and the game makes no leaderboard connection at all. You can stop posting from any Daily Siege results screen, and a score that has been posted can't be deleted. Campaign and Duel runs are never posted. Read the privacy policy.

How does Daily Siege work?

It's one endless siege per UTC day, the same for every player: the same keep and the same waves. Your score is how many waves you survive. Everyone starts with 120 gold and all eight machines, with no Forge upgrades, and a Hoard King arrives every tenth wave. Restart as often as you like; your best wave is the one that stands.

What are the controls?

Everything works with a tap or a click: pick a machine from the bar and tap the floor to build it, tap a machine to upgrade it or send Wick aboard, and tap the floor to move him. On a keyboard, Space calls the next wave, B breathes, 1 to 8 pick a machine, the arrow keys or WASD move Wick, Enter builds, Esc or P pauses, H opens the field guide and M turns sound on or off.

Is the art hand-painted?

No. It's AI-generated. Wick, the machines, the raiders and the cavern are made with AI image models under one painted art direction, then cut out, cleaned up and recoloured by our own tools so they sit together. The music is composed in code and rendered by our own synthesis scripts, with no samples and no licensed audio. Sound effects are generated as you play.

The Hoardling app icon: Wick, a red dragon in brass goggles, on a pile of gold and gems
The studio

From HyperSage

Hoardling is made by HyperSage, an independent app and game studio. See the studio

The raiders are already on the road.

Hoardling is free in your browser. Questions, bugs, or a complaint about the Hoard King? A real person reads support@hypersage.ai.