● PLAYABLE DEMO
Crown Rush
Move the king, spend the coins, and hold the keep for one more wave.
You position. He fights. The coins decide the rest
You drag the king around the field and he attacks on his own, so a player is making positioning decisions rather than aiming. Every kill drops a coin, and coins are poured into buildings that unlock troops, walls and upgrades.
The horde never stops, so the real question is always where to spend next — and because the spending is physical, walking the king onto a building to fund it, even a first-time player understands the economy without a tutorial.
Sessions run several minutes rather than seconds, which makes it the one to reach for when the brief is time-on-brand rather than reach.
Voxel armies, storybook castle
Chunky voxel characters — a mounted king, spearmen, a red horde and stone giants — around a castle keep on open ground. The style is friendly rather than grim, so it sits comfortably with consumer brands that would never run a realistic combat game.
Units, buildings, banners and terrain are separate, recolourable pieces, and the two armies are defined by colour alone, so a brand-versus-rival framing is a palette decision.
What changes when it's yours
The keep becomes your world and the buildings become your product line, each unlock a step deeper into the range. Because sessions run long and the economy is progression-driven, this is the format that supports returning players, daily rewards and a loyalty tie-in.
Other mechanics we can build on
- PLAYABLE DEMO
Endless runner · One thumb · Web
Crowd Surge
Steer a growing squad into the gate worth taking and shoot the other one until it is. The gates are where your offer goes, so every choice is a message someone actually reads.
- PLAYABLE DEMO
Arcade dodger · Draw to move · Web
Neon Wire
Hold to draw a wire and the wheel sticks to whatever you paint, while the ink drains as you draw. Quick to learn, hard to put down — built for a single-session push.
- PLAYABLE DEMO
Fishing · Hold and release · Web
Deep Line
Sink the hook, catch what you can, then reel it up before the line snaps. A collection loop with dozens of catchable items — drawn as your products or rewards.
Want this in your brand?
Tell us the campaign and we'll come back with what a rebuild looks like.