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.
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 breakdownAn arena, after dark
Your walls, your towers, your fire — and a rift outside the gate that gets worse every night.
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
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.
Latest 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.
Spirit Bomb
Channel 5s, drawing energy from your ✦ Souls and every living thing in your arena — then unleash it. Souls are read, not spent. Soulsteal.
Channel 10s consuming every Soul you hold, then hurl the bomb onto every enemy campfire. Soulsteal.
Keywords
Soulsteal — Gain a Soul for each unit it kills.
✦ resolves to your live Soul count when the card is in your hand — see Souls.
Enchantable with
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Effect ×1.5
Effect ×1.5
Effect ×1.5
Effect ×1.5
Last Stand
For 15s your structures cannot fall — they hold at 1 HP.
The first time your campfire would go out, it relights at 30% instead.
Enchantable with
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Imp Horde
3× Imp pour from enemy rifts NOW.
Add 5× Imp to enemy night legions.
Enchantable with
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Rip Essence
Deal 2+✦ damage to every enemy within 4m. Soulsteal.
Spend 10 Souls to shuffle a Soulblade into your deck.
Keywords
Soulsteal — Gain a Soul for each unit it kills.
✦ resolves to your live Soul count when the card is in your hand — see Souls.
Enchantable with
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Runed Masonry
Your Walls and Gates repair 25% and gain +35% max HP for 30s.
Your Walls and Gates stand a tier above your base for the rest of the match.
Enchantable with
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Gold Ring
Gain 1 gold, then 10+✦% move speed for 10s.
Shuffle a Golden Hedgehog into your deck.
Enchantable with
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