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.
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.
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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.

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.

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

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.
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.
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.
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%.
Tap BREATH to scorch every raider in Wick's reach for 26 damage, straight through armor, flyers included. It recharges in 14 seconds.
Upgrade a machine twice, then choose what it becomes. That choice is for good.
A Bellows Post fans the machines around it to fire faster. A Coin Press mints gold when each wave ends.
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.
Three are ready on your first keep, and campaign stars unlock the rest. Daily Siege and Duels always hand you all eight.

“Chills raiders slow. Hits flyers. Low damage.”
Final forms: Deepchill Coil or Tuning Fork
Campaign: from the start

“Fast bolts, long reach. Hits flyers.”
Final forms: Overwinder or Windlass Rig
Campaign: from the start

“Hard bite, short reach. Ground only.”
Final forms: Gearjaw or Magnet Jaws
Campaign: from the start

“Longest reach. Best vs air. Ground pierce only.”
Final forms: Drillbolt or Netcaster
Campaign: unlocks at 1 star

“Spinning blades cut a whole ring. Hits flyers.”
Final forms: Updraft Rotor or Threshing Rotor
Campaign: unlocks at 3 stars

“Lobs fire — splashes a crowd. Ground only.”
Final forms: Whistlepot or Tar Boiler
Campaign: unlocks at 2 stars

“NOT A WEAPON — machines near it fire +15%.”
Final forms: Gale Bellows or Tempering Post
Campaign: unlocks at 4 stars

“NOT A WEAPON — mints 26g when a wave ends.”
Final forms: Royal Mint or Tithe Press
Campaign: unlocks at 6 stars
“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.

Fodder with a loot sack. Everything works on him.

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

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

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

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

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

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

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

Splits into two Scraplings when he falls. Bring splash.

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






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.
No purchases, no subscriptions, no coin packs. Hoard Marks are earned in play and can't be bought.
Not before a wave, not after a loss, not anywhere in the game.
There's no account to make and nothing to type in: no name, no email, no password.
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.
Progress lives in your browser, with no copy on our servers.
Everyone starts a Daily Siege on 120 gold with all eight machines and no Forge upgrades. Looks never change a number.
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.
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.
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.
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.
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.
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.
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.
Hoardling is made by HyperSage, an independent app and game studio. See the studio
Hoardling is free in your browser. Questions, bugs, or a complaint about the Hoard King? A real person reads support@hypersage.ai.