Bridgewarden

A tower defense on the north bridge of Thais

Hold
the bridge.

Thirty waves come down the farm road. Every element you throw leaves a mark, and where two marks meet the road itself becomes your weapon.

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Prologue

“Ruzad take bridge!
Humans run!”

Warlord Ruzad, entering wave 10

The north bridge is the last thing between the woods and Thais. The guards are gone. What is left is you, sixteen crews, two hundred gold, and a road that remembers every spell cast on it.

You are the warden. You do not hold a sword. You place archers and mages along the road, you speak the old rune words, and you read the army coming before it comes.

Waves
30
Acts
3
Reactions
6
Bosses
4
Oaths
14
Vigils
X

One run

From morning
into the long night.

Morning on the farm road: a fire and frost duet fires into a column of orcs while rain falls. Golden afternoon at the bend: Demodras in his firestorm, the spell telegraphed in crimson. Night: Ferumbras opens the graveyard and the dead rise while fields light the road.
Act I · Waves 1–10 · MorningIn-engine
  1. Act I

    The Farm Road

    Waves 1–10 · Morning

    Rats in the grass, wolves in packs, then orcs with shamans who wipe your marks clean. Learn to read the ledger: it names the next two waves, their road, and their sky. By wave ten a warlord walks behind his banner.

    Warlord Ruzad · 2,400 health · Berserk at 40%

  2. Act II

    The Bend

    Waves 11–20 · Golden afternoon

    The lake road opens from the west. Bats take the sky lane, straight over the farmhouse, skipping every field and wall you laid. Slimes split, skeletons stand back up, chargers dash. Then the heat comes, and with it a dragon lord.

    Demodras · 9,500 health · Fire never marks him

  3. Act III

    The Long Night

    Waves 21–30 · Dusk into night

    The light goes. Your fields and towers become the only light on the road. Ghosts phase in and out of reach, necromancers raise what you felled, bonelords turn your best tower to stone. At the end, in the rain, the archmage.

    Ferumbras · 20,000 health · “I will return!”

The law of the road

The road is
a reaction board.

Other tower defenses mix elements inside a tower. Here they meet on the enemy, and on the stones. A fire mage marks; a frost druid’s hit on that mark sets off a Shatter. Six pairs, six reactions.

Ice

Energy

Earth

Fire

Ice

Energy

Two of the same element make a chorus: +15% to both towers, no reaction.

Reaction · Fire + Ice

Shatter

Ice meets fire on one body and it breaks. Double on a frozen enemy, which thaws.

Damage
150% of both marks, true
Reach
The one struck
Then
Nothing: all of it lands at once
Favoured by
Snow · Heat
  1. I

    Mark

    An elemental hit marks a creature for four seconds. Fire burns, earth poisons, ice slows.

  2. II

    React

    A second element on a mark sets it off. True damage: armour and resistances never touch it.

  3. III

    Field

    Reactions leave fire, frost, poison, and energy on the stones. The next walker in is marked, so reactions chain down the road.

  4. IV

    Link

    Two towers side by side form a duet. Their shots charge a tether that fires their reaction on its own, or waits for your word.

  5. V

    Break

    Every enemy spell is telegraphed in crimson. Land a reaction on the caster and the spell never comes.

Wave 9 · Rain · Fire and frost duetIn-engine

Placement is a spell

Towers that stand together sing together.

Set a Fire Mage beside a Frost Druid and a golden tether arcs over their heads. Every shot from either charges it. At eight it fires a Shatter at whoever has walked furthest.

Or hold it. A held duet fills and waits. Release it the instant a boss raises his hands, and it strikes half again as hard and takes one more break off his spell.

  • 1–7 Build
  • G Release every held duet
  • U Raise a tower
Wave 20 · Heat · Firestorm channelIn-engine

Crimson means intent

Every spell is a timing game.

Crimson only ever means one thing: an enemy about to act. A shaman’s green ring before he heals his pack. A charger’s warning before the dash. A bonelord’s beam before your tower turns to stone.

A reaction on the caster breaks the spell. It never lands, the caster is exposed for two seconds, and you take back gold and mana. Bosses need two breaks. A rune by your own hand counts twice.

The warden’s belt

Speak the words.
Aim. Cast.

Four slots on Q E R T. A rune that lands on a mark of another element sets off a reaction by your hand: half again as strong, and twice the mana back.

  • Q

    adori mas flam

    Great Fireball

    30 mana · 3 s

    60–90 fire within a tile.

  • E

    adori mas frigo

    Avalanche

    30 mana · 3 s

    45–70 ice within a tile.

  • R

    adevo grav tera

    Magic Wall

    50 mana · 12 s

    Walkers stop before it for four seconds. Flyers pass.

  • T

    adevo mas hur

    Explosion

    45 mana · 12 s

    Every mark within two tiles detonates. Each one, a reaction by your hand.

Nine runes in all, from Paralyse to Sudden Death. Three on the belt from the start; the rest come from drafts and renown.

Seven crews, fourteen oaths

Raise them.
Then make them swear.

Crews are few: sixteen at the start, one more every two waves. Gold is better spent raising towers than spreading them. At grade two, every tower swears one of two oaths, and the run bends around the choice.

Archer Post

Physical

Archer Post

50 gold · 4 tiles · 0.7 s

Cheap, fast, and the only arrows that pin a mark so it lasts.

Kindred Bowman

Each arrow borrows a linked tower’s element.

Sharpshooter

Every fourth shot strikes for three times, and staggers.

Fire Mage

Fire

Fire Mage

90 gold · 4 tiles · splash

Burns everything within a tile of the one it strikes, and stops trolls regenerating.

Pyromancer

Every hit lays fire on the road.

Hellcaller

One target, ignited. Its reactions +40%.

Frost Druid

Ice

Frost Druid

95 gold · 4 tiles · 1.5 s

Heavy single hits that slow. Half of every Shatter.

Winterwarden

Lays frost two tiles long.

Rimecaller

Every fourth hit freezes. A Shatter on the frozen deals double.

Storm Mage

Energy

Storm Mage

100 gold · 4 tiles · chain

Lightning that jumps, and deals half again to anything with wings.

Stormcaller

Energy on three tiles of road.

Tempest

Six jumps that lose nothing on the marked.

Venom Druid

Earth

Venom Druid

70 gold · 4 tiles · two at once

Spreads poison marks wide. Unlocked with renown.

Plaguewarden

Poison pools under the struck.

Rotmother

Four at once. Its reactions +30%.

Rune Shrine

Holy

Rune Shrine

80 gold · links

Fires nothing. Links every two towers it touches to each other.

Prism

Links every tower within two tiles.

Beacon

Reveals the hidden. Wards towers from stone.

Knight Bastion

Physical

Knight Bastion

90 gold · 1 tile · cleave

Stands on the road’s edge and holds a walker still. Never links.

Guardian

Holds three walkers at once.

Executioner

Finishes anything under an eighth of its health.

Four that walk last

They speak
as they enter.

A boss carries a ward: it can lose a tenth of its health a second, no more. Bursts do not fell bosses. Breaks do. Keep him in reach, break his spell, and his ward doubles open.

Warlord Ruzad on the farm road under his war banner.

Wave 10 · Clear

Warlord Ruzad

Warlord of the North Woods

“Ruzad take bridge! Humans run!”

  1. War Banner Orcs near him walk faster, armoured.
  2. 70% Warcry: wipes your marks, calls three warriors.
  3. 40% Berserk. Unstoppable, and reactions hurt him half again.
Demodras in his firestorm, the next road tiles telegraphed in crimson.

Wave 20 · Heat

Demodras

Dragon Lord

“Who dares bar the way of Demodras?”

  1. Ember Scales Fire never marks him.
  2. 70% Takes wing over your fields and walls, lands, drops hatchlings.
  3. 40% Firestorm: the road ahead loses its fields, his kin heal.
Ferumbras at night with the graveyard open and skeletons rising.

Wave 30 · Rain

Ferumbras

The Archmage

“Thais will kneel before Ferumbras!”

  1. Mirror Images Two of him, every ten seconds.
  2. 70% Blink: six tiles ahead, unless a wall or Paralyse stops him.
  3. 40% The graveyard opens. He takes half from anything but reactions.
Orshabaal on the farm road, the crimson of a living boss closing in from the edges.

Endless · Wave 40

Orshabaal

Demon Lord

“ORSHABAAL HAS COME!”

  1. Aura of Ruin Towers near him attack slower.
  2. 70% Hellfire: your three best towers glow, then turn to stone.
  3. 40% He heals while he carries no mark.

The same road, never the same run

Read the sky.

Rain

Energy reactions +40%

Fire fields last half as long.

Snow

Ice reactions +40%

Walkers 12% slower.

Heat

Fire reactions +40%

Ice marks last half as long.

Fog

Every tower reaches a tile less

Plan close.

A tower held over a ley site of its element, the rune circle burning.
Ley site · AttunedIn-engine

Ley sites

Three tiles beside the road wake each run, each to its own element. A tower of that element standing there deals a quarter more, reaches further, and charges its duets twice as fast.

Drafts

Every wave cleared offers three cards: boons that bend a rule, runes, gold. A fallen boss leaves relics with a price: Warlord’s Sword makes towers faster, and the orcs too.

Bounty carts

A panther, later a draptor, sprints for the bridge with a chest. Let it go and you lose nothing. Catch it and the chest is yours.

Between runs

Lose, and come back stronger.

Renown is earned as you play and kept when the bridge falls. Spend it in the War Room on new crews, runes, and the quartermaster’s extra hands. Every first meeting goes in the codex. Win, and the next vigil opens: ten of them, each adding its rule to the ones below.

  1. IEnemies have 10% more health
  2. II20 less gold at the start
  3. IIIA stray elite in every wave
  4. IVFive fewer lives
  5. VHalf again as many flyers
  6. VIDuets need two more shots
  7. VIIBosses need a break more
  8. VIIIMarks last a second less
  9. IXEvery leak costs a life more
  10. XOne card fewer, faster foes
The War Room: vigil choice, the codex of reactions, foes, and boons, and renown unlocks.
The War Room · Vigil IIIn-engine
The run won: fireworks burst over the bridge as the sun rises.

And when wave thirty falls,
the sun comes up over the bridge.

The road ahead

One bridge is the demo.
The full game is a realm.

The demo holds one bridge on one road. Here is where Bridgewarden goes next, and what founding wardens get first.

Wooden walkways across a poisoned swamp.
The Swamp CausewayPoison fields never dry
A frozen harbour with boats at the ice’s edge.
The Frozen HarbourThe dead come in on the tide
A desert town of white stone on cracked sand.
The Desert GateHeat every wave; ice runs short
A jungle settlement of timber huts and dirt roads.
The Jungle RoadThree roads, one palisade

Campaign

The Realm Campaign

Every gate on the map is a siege, on the real world map the engine already renders. Swamp causeways where poison never dries, a frozen harbour where the dead come in on the tide, a desert gate where every wave brings heat. Each road brings its own law and its own boss, and the map remembers which ones you hold.

Two clusters of towers on either side of the road, linked by tethers. Warden I · north bank Warden II · the farmhouse
Concept · two wardens, one roadIn-engine

Co-op

The Watch

Two to four wardens on one bridge. Split the crews, cover each other’s lanes, and link your towers to theirs: a duet between two players fires a reaction neither could set off alone.

The farm road under snow, towers firing into a column of enemies.

Daily road · Snow

  1. 1Thornveil24,880
  2. 2Aldric of Venore23,415
  3. 3Mira22,960

Every score replayed before it counts

Wave 9 · Snow · Everyone’s road todayIn-engine

Every day

The Daily Road

Every warden gets the same sky, the same ley sites, and the same cards. The server replays each run with the same rules before its score counts, so the board only shows runs that really happened.

  • The road in rainRain
  • The road in snowSnow
  • The road in heatHeat
  • The road in fogFog
The relic draft after Warlord Ruzad falls: Demon Horn, Ankh, and Warlord’s Sword.
Spoils · Warlord Ruzad fellIn-engine

Seasons

Seasons of the Vigil

A new boss, a new relic, and a new rule every season. The codex grows with them: every reaction, foe, and boon you meet for the first time is written down and paid in renown.

The sqm map editor open on the north bridge of Thais.
sqm · the map editor the game is built withReal app

Creator

Forge a Road

Bridgewarden is built on sqm, a map editor for worlds like this one. Draw your own road, set its waves, and share the siege. The best roads are played by everyone.

The bridge needs a warden

Take the watch.

Join the waitlist for the full game. One letter when the gates open, and the founder’s price held for you.

Or hold the bridge right now: play the demo in your browser.