Frost
Slow them down: ice, splash and frostbite.
Your towers are the walls. Shape the path the creeps must walk, upgrade your best towers into giants, and survive 50 waves before the final boss breaks through.
Creeps come in at the top and walk to the exit at the bottom. Where you build decides where they walk.
Creeps have to walk around every tower. You can't close the path, but you can make it very, very long.
The longer the maze, the more shots your towers get. Every 5th wave flies straight over it, so plan for the sky too.
Wave 50 is one giant boss. Push a tower to its top level and it sends a shockwave across the board.
You build only your race's towers for the whole game, so each one plays differently. Frost and Ember are open from the start; the rest unlock as you play.
Slow them down: ice, splash and frostbite.
Burn everything: fire splash and damage that keeps burning.
Chain lightning that jumps between creeps, plus stuns.
Poison that stacks, vines that hold, armor that rots away.
Curses and executions: huge single-target hits.
Each race has five tower lines, each three upgrades deep. No gem shape repeats, so you can read a crowded board at a glance.
Your score is the most lives you've kept on a win with each race, added up. Win with all five and keep every life for a perfect 125.

Every season has a 30-level track with a free row and a Pass row. The Pass is an optional one-time purchase for that season.
The promise: every tower fights the same, with or without the Pass.







The game collects nothing. Your progress is kept in your own iCloud, your scores and Game Center nickname go to Apple's Game Center, and purchases go through the App Store. Nothing is sent to us.
Coming soon to iPhone. Questions in the meantime? support@mazehearttd.com