The clock is ticking
Every level starts with a full hourglass, and from the first wave it runs down. No hearts, no lives, no health bar: the seconds in your hourglass are all you have.
A fantasy tower defense for PC
Your hourglass is your life, your coin and your score. Build the maze, bend time, and don't let a single second slip away.
Coming to Steam first, more platforms planned · Playtests run on our Discord
Every level starts with a full hourglass, and from the first wave it runs down. No hearts, no lives, no health bar: the seconds in your hourglass are all you have.
There is no fixed path. The board starts open, and the enemies always take the shortest way that is left. Every tower and wall you drop bends that way, so you build the road yourself: long, winding, past every tower you own.
In co-op your friends drop theirs at the same time. Wall the enemies in completely? Then they get angry: faster, twice the damage, and they chew straight through.
An enemy that reaches you rips seconds out of your hourglass. Bosses take a lot. Run dry and the level is lost, so every gap in your maze hurts.
Fallen enemies crumble into sand, and the sand streams through the air back to your hourglass. Sand builds towers, sand upgrades them: the better you defend, the more you can build.
Rewind a pack five seconds, turn the hourglass for twelve more, stop time while your towers keep firing, or sacrifice a tower as an offering and turn its sand into seconds.
Between waves you pick one of three boon cards: a little roguelike in every level.
Keep half of the hourglass for three stars. Stars open the roads to new lands, and the online highscores rank everyone by the seconds they saved.
What makes it special
In most tower defense games you count lives and gold. Here everything is time: leaks drain it, kills refill it, spells bend it, and whatever is left when the last wave falls is your score. Every decision is measured in seconds.
Enemies path-find around everything you build. Diggers pass beneath, aggressive walkers chew through, fliers ignore it all. Read the lanes, then outsmart them.
Your wizard walks the battlefield, casts where it matters and rides a mount on the world map. Dodo, Penguin, Meerkat and Salamander fight at your side, each with its own trick.
Rewind, Hourglass Turn, Time Stop, Offering, Blink Back and more. Towers like the Time Mark and the Seconds Bank turn kills into seconds.
From the honest Rune Spire to prisms that chain light across the board and the Astrarium that drops shooting stars. 24 of them grow a mastery tree that ends in a unique ability.
A day lasts 24 minutes, in the world and in every level. Shadows grow stronger at night, the phoenix by day; the Prism sleeps in the dark, the Astrarium wakes.
The Ancient Treant roots your towers, the Frost Giant freezes them, the Scorpion King drags them into quicksand. And Kazhim the Djinn drinks the hourglass itself.
After each wave, pick one of three boon cards: 80 in all, from common to legendary. Every first win adds a permanent boon to your save, and a seed makes every run your own.
Walk a hand-built world map from Greenvale to the Emberwaste: villages with shops and arcade games, camps on the roads, puzzles and trials between the big battles.
Four difficulties from Easy to Hardcore, 30 achievements, quests, wizard levels, masteries, outfits for every land, and 7 languages.
A roguelike at heart
Between waves the game deals you three boon cards, and you keep one. They bend the rules of the level: more time, faster towers, a doubled wave for double the sand. Try it: pick one.
Wave 3 cleared – pick a boon
80 cards in the game: common, rare and legendary.
Take a break from the hourglass
Seven mini-games wait in the villages along the world map, each in its own little arcade house. Play them alone, with your co-op friends or against them.
Straight from the game
Real gameplay, captured in the current playtest build. No pre-rendered trailer magic.
Meet the cast
Straight out of the game, in 3D. Pick one, drag to turn it.
By day it throws a beam of light across the whole board, through ground and air. Aim prisms at each other and the light adds up.
Gathers starlight while the sun is up. At night it turns into a crystal and drops shooting stars on the densest crowd.
A clock tower: kills near it pay seconds on top of sand. Time is your health, so every kill heals the hourglass.
Lightning that jumps from the first enemy to three more. Loves a tight maze.
A cone of fire for the corners where your maze makes them turn.
Pulls a pack together and crushes it. Pair it with splash damage.
Every bolt rolls a curse: slow, stun or a throw back down the lane.
Cheap and honest. Fill the board with them, build the maze, upgrade the ones at the choke points.
Slowing shots. Slower enemies spend longer under your other towers.
The first to march on the Great Hourglass. Not fast, not clever, but many.
Moss, stone and patience. It takes the cheapest way through your maze, and it has a lot of health to spend.
A creature of the night: faster and harder hitting once the sun is down.
Slow, round and surprisingly tough. It wriggles where others walk.
Kill it and it leaves an egg. Break the egg before it hatches, or the phoenix rises again. Stronger by day.
It flies. Your maze means nothing to it: bring towers that hit the air.
The heavy hitter of the frozen north. Wall it in and it gets angry.
Digs beneath your towers. Only a trail of earth shows where it is, until a Root Wall brings it up.
Small, shiny, armoured. The dunes are full of them.
The guardian of Whisperwood. Its roots grab your towers: click them free while your towers keep firing.
Freezes towers solid. At half health it rages, and your mounts charge in to help.
Pulls your towers into quicksand. Ruler of the Sunscorch Dunes.
Molten rock that spawns its own brood. The gate to the end of the Emberwaste.
Once a sorceress who wanted more time than a life can hold. She stole the sand of the Great Hourglass, and she drinks yours.
Your first mount. Feather Burst stuns every enemy around it. Ride it on the map, send it into battle in a level.
Belly Slide leaves a trail of slowing ice, and on snow it slides everywhere.
Dig Ambush: it bursts up under an enemy for triple damage.
Breathes fire, leaves magma pools and even hits fliers.
You. Your hourglass is bound to the Great Hourglass, so every grain you win flows home. Walk the board, cast spells, dress up.
Keeper of the Great Hourglass. She guides you from Aurelhold, and she is never short of advice.
Summoning…
↔ drag to turn
A world to win back
Six lands, 65 levels, 19 villages. Stars open the roads, and every biome brings its own enemies, its own mount and its own boss.


Sunny meadows, old forests and the place where it all begins: Aurelhold, home of the Great Hourglass.


A frozen waterfall, a moment stuck in time. Penguins slide, ice bears charge, the Frost Giant waits.


Sandstorms, scarabs and the Scorpion King. Here the sand fights back.


Lava, ash and a tower of black glass. Kazhim the Djinn is waiting for the last grain.
Better together
Open a room, share the code, defend together: online co-op for 2 to 4 players, the whole campaign long. Behind this text your friends are at it already.
YouGrove
MiraDune
JonasGlacier
KaiLavaThe story
In the heart of Aurelhold stands the Great Hourglass. For a thousand years its sand has kept the world's time flowing, grain by grain. Then Kazhim the Djinn, once a sorceress who wanted more time than a life can hold, tore the sand out in a storm of smoke and scattered it among her creatures in every land.
Without it, time comes apart: waterfalls freeze mid-fall, days slip away. Your hourglass is bound to the great one, so every grain you win flows home. Master Pim, Keeper of the Great Hourglass, sends you out to win it back.
Grain by grain. Second by second.



A wishlist is the single best way to help a small indie game: Steam shows it to more players, and you get a nudge on launch day.
Talk to the developer
Time Defense is made by a tiny team, and every playtest round has changed it. Tell me what you love, what bores you and what breaks.
The Time Defense Discord is where it all happens. I read everything, usually the same day.
The playtest build writes a small log of game events (levels, results, times, no personal data). It shows me where levels are too hard, where you stop and what nobody uses. The game can send it with one click in Settings → Playtest log; if that did not work, drop the file here.
FAQ
Time Defense is in active development and already being playtested. There is no release date yet: wishlist it on Steam and join the Discord, and you will hear it first.
PC (Windows) via Steam comes first. Other platforms are planned; the Discord hears about them first.
Yes: online co-op for 2 to 4 players on one board. Everyone builds and casts, boon cards are chosen by vote and every player's mount fights. The whole campaign also plays solo.
There are no lives. Your hourglass runs down from the first wave; every enemy that gets through steals seconds, every kill pours sand back, and the time left is your score. On top: real mazing, time spells, your wizard on the board, mounts, day and night, and a world to walk.
English, German, French, Spanish, Russian, Japanese and Chinese, the story included.
Join the Discord: playtest builds and their news are posted there first.
Only game events: levels, results, times, the towers built, the save's seed. No names, no Steam ids, no hardware, no chat, nothing you type. It is only sent when you choose to send it.
The sand is still trickling: the store page goes live soon. Join the Discord and you will be pinged the moment you can wishlist, plus you get first dibs on playtests.
Get pinged on Discord