Order the assault
Point at a road: your castle sends half its garrison down it, every second, until you call the order off.

Conquer the map, castle by castle.
Real-time multiplayer strategy. Free, in your browser.
No account, no download: your match starts in seconds.
Instant play
Not a trailer, not a mock-up: the real game, today's build, loads in the frame below. One click and your first match begins.
No account and no download: your match starts in seconds.
How it works
You start with one castle. You finish with the whole map, or with nothing.
Point at a road: your castle sends half its garrison down it, every second, until you call the order off.
A wall blocks the road and stops arrows, a tower cuts down the troops that march into it, a catapult pounds the castle across the way.
Your castles produce experience, and the statues you raise inside them produce more. Every level unlocks a skill, up to the super attack.
Mana fills on its own and buys defences or one decisive blow. It is all a matter of timing.
Getting started
GrowEvery castle regrows its garrison. That number is your strength.
TakeSend your troops at a neutral castle and its silhouette turns your colour.
HoldWalls, towers and catapults guard your roads while you attack elsewhere.
WinWipe out your opponent, or hold the most castles when time runs out.
The reward
Every match pays gold, won or lost. It buys nothing but castles: a marble citadel, a palace of the dunes, a fortress of volcanic glass, a spire of ice, a thousand-year oak.
Decoration, and nothing else: no castle you buy hits harder than the one you started with. Your opponents will see it, in their own colours.
Under the hood
No off-the-shelf engine on the server side: the real-time core was written for this game, and it holds the map to the millisecond.
A 25 Hz physics loop, logic at 1 Hz, state entirely in memory: not a single database query during a match.
The game is compiled for the browser: nothing to install, nothing to update, the same match on desktop and on mobile.
WebSocket and MessagePack: about one kilobyte per second per player, for a match that never stutters.
Every castle, wall and tower was painted, then declined in four team colours, with an automated silhouette check.
A match is waiting: nine minutes, one opponent, a map to take.