About Valley Guard
Valley Guard is a 3D tower defense game set on detailed diorama valleys with rivers, bridges, cliffs and forests. Stone beetles, dash scouts, iron shells, glide moths, splitting slimes, healers, shielded knights and a boss at the end of every world march down the roads in waves. Build archer posts, cannons, frost spires, sky ballistas, storm coils and hill mortars on stone pads, upgrade them three times and pick one of two final forms. There are 100 levels in 10 worlds, each bringing a new enemy, tower or map twist like split roads, a switching road, fog and night, plus an endless Arcade mode on a spiral road into the keep.
How to play
- Tap or click an empty stone pad to open the build ring, then pick a tower. Each tower shows its price; greyed ones cost more gold than you have.
- Press Start (or Space) to send the first wave. After that the next wave comes on its own when the countdown ends, or call it early for bonus gold.
- Tap a tower to open its panel: upgrade it (three steps, the last one lets you choose between two forms), change who it shoots at (First, Strong or Close) or sell it for 70 % of what you paid.
- Towers have strengths: Archer Posts are quick and hit flyers, Stone Cannons splash crowds and crack armour, Frost Spires slow and melt shields, Sky Ballistas shred flyers, Storm Coils chain lightning through groups and ignore armour, and Hill Mortars hit far away but not close by.
- Use the Meteor (☄️, then tap the road) and Freeze (❄️) abilities when things get busy. Both recharge.
- Stars depend on lives kept: ★★★ for 18 or more of 20, ★★ for 10 or more, ★ for any win. Drag to look around, pinch or scroll to zoom, and switch to ×2 speed whenever you like.
Controls
- Keyboard
- Click a pad, then 1–6 to build. Space next wave, F speed, U upgrade, T targeting, Z meteor, X freeze, arrows pan, +/− zoom, Esc cancel
- Touch
- Tap a pad to build, tap a tower to upgrade. Drag to pan, pinch to zoom, twist to rotate
- Pause
- P or Esc, or the pause button.
Arcade mode
Hold the keep against endless waves on a spiral road.
You start with every tower unlocked and 320 gold. Enemies spiral in towards the keep in the middle of the valley; each wave is about 11 % tougher than the last, new enemy types join over time and a boss arrives every 10th wave. You score the gold you earn plus 100 for every wave survived. The run ends when you run out of lives.
100 levels in 10 worlds
Levels unlock one after another. Clear a level to earn up to three stars, and come back later to collect any you missed.
Meadow Vale
World 1 · Levels 1–10Archer Posts and Stone Cannons against beetles and fast scouts on one winding road.
River Bend
World 2 · Levels 11–20A second road joins over the river. Frost Spires slow Iron Shells with tough armour.
Windy Heights
World 3 · Levels 21–30Glide Moths fly straight over the cliffs. The Sky Ballista and Freeze join your side.
Storm Ridge
World 4 · Levels 31–40Rain, two roads and Twin Slimes that split. Storm Coils chain lightning through them.
Switchback Canyon
World 5 · Levels 41–50A switch flips the road every wave. Hill Mortars meet the huge Moss Brutes.
Mossy Hollow
World 6 · Levels 51–60Only a few pads, so upgrade wisely. Bloom Menders heal everything around them.
Misty Fen
World 7 · Levels 61–70Fog cuts every tower's range. Ward Knights carry shields that melt to frost and storm.
Lantern Night
World 8 · Levels 71–80Darkness shortens range, but lit lantern pads give towers extra reach.
Twin Gorge
World 9 · Levels 81–90Three roads at once in autumn gorges, with every enemy type in the mix.
Crown Citadel
World 10 · Levels 91–100The final valley: fog, night and every trick, ending with the Crown Breaker.
Tips
- Build where the road bends or doubles back: a tower there keeps enemies in range for much longer.
- Mix damage types. Iron Shells shrug off arrows, flyers ignore cannons and mortars, and shields melt fastest to frost and lightning.
- Calling a wave early pays bonus gold for every second left on the countdown, but only do it when your towers are ready.
- Upgrading is often better value than another level 1 tower, especially on maps with few pads.
- Set a tower near the end of the road to Strong so it focuses brutes and bosses, and leave the rest on First.
- Save the Meteor for tight clumps or a boss surrounded by minions.
Questions
Is every level beatable?
Yes. A bot plays every one of the 100 levels with the same rules and timing as the game and wins each one with three stars, without using the Meteor or Freeze. The same checks make sure that one lone tower is not enough after the first levels, so your choices matter.
How do stars work?
You start with 20 lives and each enemy that reaches the gate costs one (big brutes cost 3, bosses 10). Win with 18 or more lives for three stars, 10 or more for two, and any win for one.
Which tower should I pick at level 3?
Each tower has two final forms. Longbow or Volley, Bombard or Twin Barrel, Glacier or Ice Lance, Flak Burst or Skyhook, Tempest or Overcharge, Earthshaker or Rapid Mortar. One usually favours single big targets and the other crowds, so look at what the next waves bring.
Can I play with a keyboard?
Yes. Click a pad, then press 1 to 6 to build. Press a number first and click pads to build that tower quickly. Space sends the next wave, F toggles ×2 speed, Z and X fire the Meteor and Freeze, U upgrades and T changes targeting, the arrow keys pan, + and − zoom, and Esc closes menus.
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