You are the last wizard standing between a monster horde and the fall of your tower. Night after night, goblins, imps, stone golems and winged terrors march on the spire. Your tower fires by itself — so this battle is won with strategy, gold and timing, not quick fingers.
The goal
Survive as many waves as you can. Every fifth wave a crowned boss demon comes for your walls.
How to play
- Let the tower work. It attacks on its own. You decide what to upgrade and when.
- Spend gold. Every kill earns gold. Buy Damage, Attack Speed, Multishot, Fortify and Repairs — even in the middle of a wave.
- Choose a blessing. Every cleared wave offers one of three permanent roguelike perks: piercing bolts, critical hits, frost auras, thorns and more. Twelve stack into a different build every run.
- Take matters into your own hands. Tap a monster to zap it, or click open ground to hurl a fireball with heavy splash damage.
Controls
| Input | Action |
|---|---|
| Tap a monster | Zap it with lightning |
1 or tap the ground | Fireball |
2 | Frost Nova — freeze the horde (from wave 3) |
3 | Lightning Storm — strike the front rank (from wave 6) |
| Speed button | Toggle single or double game speed |
Everything is tap-based on mobile: no keyboard needed.
Know your enemy
| Monster | What to expect |
|---|---|
| Goblin | The rank and file. Slow, steady, and never alone. |
| Imp | Fast and fragile — reaches your walls sooner than you expect. |
| Stone Golem | A walking wall with a crystal heart. Huge health, heavy hits. |
| Bat | Swoops in above the ground, so frost auras cannot slow it. |
| Boss Demon | Every fifth wave. Crowned, horned, and very interested in your tower. |
Three quick tips
- Attack speed and multishot multiply each other. A balanced build beats pure damage every time.
- Never start a boss wave with a damaged tower. Repair first.
- Save your fireball for tight packs and bosses, not single runners.
Your best wave is saved, so there is always a record to beat.
About the game
Dark Spire is an original PlayNook game that crosses two genres: the wave-based defence of tower defense games, and the run-defining permanent upgrades of roguelikes. No two runs build the same tower.



