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Hadukis

Briarlight Defense

by Hadukis

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About

Grow magical defences in a moonlit forest and hold the corruption back from the Heart Tree. A tower defense you can learn in ten seconds.

How to play

Tap a tower at the bottom, then tap a glowing circle to plant it. Tap a tower you own to upgrade it. Between waves the forest offers you three blessings and you take one. Hold thirty waves and the Heart Tree lives.

Screenshots

Briarlight Defense — screenshot 1Briarlight Defense — screenshot 2Briarlight Defense — screenshot 3Briarlight Defense — screenshot 4Briarlight Defense — screenshot 5

Game details

Developer
Hadukis
Released
September 17, 2026
Technology
HTML5, plays in the browser
Platforms
Computer, phone and tablet
Orientation
Landscape
Price
Free, no account, no download

About Briarlight Defense

Briarlight Defense is a tower defense in a forest at night, and what it is really about is five elements arguing with each other. Something is rotting the wood; it walks a fixed path towards the Heart Tree, and you plant things beside that path to stop it. Thirty waves. The tree has twenty lives and no second one.

Five towers, and each one branches three ways the second time you upgrade it, which is fifteen towers by the end and no way to have them all. A flower that spits seeds and later spits fire. A mushroom that poisons everything standing in its cloud. A root that holds things still. A moon crystal that freezes, slowly and expensively. A hive that throws fireflies at whatever is closest. A branch is chosen once and never taken back, so the run you are having is decided about four minutes in.

The reason the elements matter is that they answer each other. Fire on something wet does almost nothing. Lightning on something wet is the best thing in the game. Poison ignores armour, and armour here is a flat subtraction rather than a percentage — which is why the Bramble Brute walks through a wall of fireflies without noticing and dies to a single mushroom. Five reactions, and learning them is most of learning the game.

The map is a player too. A stream crosses the path in the Whispering Woods, and everything that wades through it comes out wet — so the strongest combination in the game is opened by a piece of ground rather than by a tower, and where you build decides whether you ever get to use it. The second wood, which opens once you have reached wave ten, has no water anywhere, takes that away from you, and gives back five pools of moonlight that make the towers standing in them reach further and fire faster.

Between waves the forest offers three blessings and you take one, out of twenty-eight, so no two runs are built the same way. Before each wave there is a door: take the safe one, or take more enemies for more essence. The streak of clean waves is visible on the screen and breaking it costs you something, which is what makes the door a decision rather than a free yes.

It needs no account, no network and no download, it remembers what you have unlocked in your own browser, and there is not a single audio file in it — every sound is made in the browser as it plays.

Controls

Tap a tower in the tray at the bottom
Picks it up. The plantable circles light up and the cost comes off the essence counter
Tap a glowing circle
Plants the tower you picked
Tap a tower you already own
Opens its panel: its numbers, its three upgrade branches, what it sells for
TARGET, in that panel
Changes what the tower shoots at — first along the path, strongest, or closest
The fairy button, bottom right
Fires your fairy's ability once it has recharged
The 1x button, top right
Speeds the wave up to 2x or 3x. The physics are the same at every speed
Escape, or the pause button
Pause. The game also pauses itself the moment you leave the tab, and never resumes on its own

Tips

  • Plant on a corner, not on a straight. A tower beside a bend covers the enemy going in and coming out, which is two passes for the price of one — and the map has ten bends on purpose.
  • Something that walks through the stream is wet for a few seconds. A lightning tower that catches it in those seconds does far more than the same tower anywhere else on the map, and that is the single biggest number in the game.
  • When the armoured ones arrive on wave six, stop adding towers and add poison. Armour subtracts a flat amount from every hit, so ten small hits do nothing at all; poison ignores it entirely.
  • Take the risk door while the waves are still easy. The extra essence early is worth more than the same essence later, and a clean streak is worth keeping.
  • Upgrading beats expanding once you have five or six towers up. A tier-three tower costs less than a new tower and does more than two of them.
  • In the Moonwell Glade, a tower in the light is worth walking across the map for — but the wells are never on the best piece of ground, and that is the point of the map.

What changed

  • A second wood: the Moonwell Glade, with no water anywhere and five pools of moonlight. It opens once you have reached wave ten.
  • Drawn art throughout — the ground, the road, the stream, the creatures and the towers — in place of the shapes the game shipped with, and a wordmark on the title screen.
  • Fixed menu buttons that had to be pressed twice when a finger moved slightly between touching and lifting.
  • Released. Thirty waves, five towers with fifteen branches, twenty-eight blessings, three fairies and five elemental reactions.

Briarlight Defense is ours — code and art, with nothing borrowed and nothing to clear with anybody else. It can be licensed for your portal.