Demonic Defense

Survival · Tower defense · 1–4 players

Last campfire standing wins.

Gather by day. Hold the line at night. And when holding isn't enough, point your deck at their rifts instead of your own — because every card that summons a monster can be aimed at somebody else's campfire.

Demonic Defense key art: a grinning campfire demon over the game's wordmark
135Cards
62Units
5Heroes
6Maps
10Enchantments
9Bosses
15Starter decks

What you're signing up for

One fire, one night, one winner

Everyone gets an arena, a campfire and rifts of their own. Fuel decays constantly, the cold bites twice as fast after dark, and when a fire goes out that player is done.

Every card has two faces

Cast at range for mana and it resolves now. Walk to your own fire and the same card costs heat instead: stronger, exhausted for good, and its monsters queue into your enemies' next night wave.

Attack by feeding their rifts

Your deck is not only a defence. Imp Raid, Bone Legion, Rampaging Brute — attack cards hit every opponent at once, either instantly or as a bigger wave that lands at nightfall.

Easy base building

Build zones sit pre-placed in your arena, with archer towers at the wall corners. Walk up, hold a key, it's built. Upgrade your base to upgrade walls and raise your heat cap.

Every match is different

Six maps, each with its own weather, resource layout, gameplay modifiers and final boss — from Frozen Hollow's brutal cold to Cinder Flats' scarce but generous ground.

A deck that grows with you

Matches earn XP. Levels grant card packs, new characters and enchant scrolls, and enchantments add build-defining variance to cards you already own.

The day, and then the night

Daylight is for chopping, mining, building and banking heat. Then the sun goes down, the rifts open, and whatever you queued into someone else's night lands on them at the same moment theirs lands on you.

Warmth drains twice as fast after dark and takes your health with it once it empties. Fuel burns off the campfire whether or not anything is attacking it. Rifts grow stronger every night, and more of them open on days 3 and 5 — so a game that stalls is a game everybody loses.

Read the full breakdown

The night's draw

What a rift can send you, and roughly the order you'll meet it in.

Imps come first and never stop. Everything below them needs the rift to have grown into it — a Doom Herald cannot appear on night one at any difficulty.

An arena, after dark

Your walls, your towers, your fire — and a rift outside the gate that gets worse every night.

A Emberwood Glade arena at night
Emberwood Glade
A Frozen Hollow arena at night
Frozen Hollow
A Wolf's Rest arena at night
Wolf's Rest

A taste of the deck

Six of 135. Hover a card for its mana face; the full browser lets you flip every card to its burn face, filter by effect, and read both casts side by side.

Three opponents, not three handicaps

Difficulty

Easylearning the ropes with you
Mediuma fair fight
Hardwill punish a slow night

Fill any empty seat with AI, or play a whole match against them. Bots gather, build, upgrade their weapons, repair their walls and aim cards at you.

Difficulty isn't a damage multiplier. Each tier plays a genuinely different game.

No bot gets extra resources, extra vision, or a discount on anything. What changes between the tiers is judgement — when to bank heat instead of spending it, how long to stay away from the fire, which cards are worth holding. A lower tier is a worse player, not a good one with a handicap bolted on.

Solo vs AI Fill a lobby No cheating

Latest patch

1.0.1 2026-08-12 · Patch

Changes across 4 heroes.

  • Ash the Ranger — weapon knockback: 1 → 0.5
  • Sir Baldric — initial resources gold: added (2); weapon knockback: 6 → 1
  • Yll the Frost Warden — initial resources crystal: added (1); weapon knockback: 1 → 0.5

Solo against trained AI, LAN with friends over direct IP, or Steam lobbies with nobody forwarding a port.