Build
Place walls, turrets, traps and guard posts on the grid. Shape the routes invaders take toward the Core.
Build the fort. Lead the fight. Defend the Core.
A tower-defence game with a real-time hero. Fortify the grid between waves, then step onto the battlefield yourself and fight every invader that comes for your Core.

The loop
Place walls, turrets, traps and guard posts on the grid. Shape the routes invaders take toward the Core.
Start the wave and take direct control of your hero. Move, attack and fire abilities in real time.
Keep the Core alive through every wave. Rebuild, upgrade and go again. Each level takes about five minutes.
Build phase
Spend resources on defences between waves. Invaders come from three entrances and follow their routes loosely, so no two waves play out quite the same. Salvage any defence for half of what you put into it.

Block and funnel invaders. Comes in several lengths, corners and gates.
20 resources
Automatic fire at anything in range. Upgrade from Mk I to Mk III for faster, harder, longer-range shots.
50 resources
Set it on an invader route and it triggers on whatever walks over it.
35 resources
Stations an ally who steps out to fight invaders that come close.
60 resources
Wave phase
When the wave starts, you're on the battlefield. Each class has a basic attack and four abilities on the number keys.
Front-line melee
Holds the breach and carves through anything that reaches the walls.
Basic attack
Sword sweep
A close-range slash at the invader in front of you.
Dash toward the cursor. The next sword sweep hits for double and slows.
Take half damage for 4 s and heal 24 over time.
Spin for 2.5 s, hitting every invader around you.
A heavy strike on the nearest invader ahead, double on wounded foes.

Screenshots
Work-in-progress captures from the prototype. Click any shot to enlarge.
Roadmap
In the prototype now
Planned
Get Archineer news, playtest invites and devlogs as the prototype grows into a full game.
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