Merge tower defense

Merge Bastion

You are up on the hillside with forty gold, twenty stone plinths and ten lives. Drop Fire onto Ice and you get Steam, which slows them down while it burns them, and the chain above that ends somewhere called Thunder Obsidian. You never touch the road. The knight at the gate deals with whatever you failed to kill.

276 apex towers Boss every 10th wave Free
Merge Bastion title card: the logo on a stone ribbon over a green valley, three
                  element towers on stone plinths above the road, a hooded enemy at the far
                  left and the knight at the gate on the right

Forty gold buys exactly one tower

The road runs along the bottom of the valley, left to right, and the skeletons use it. Your towers sit on plinths on the hillside above it. A knight waits at the gate. Every tower you buy costs 3 gold more than the last one, so you cannot spend your way out of a bad board.

Two of the same element at the same level merge into one that hits twice as hard and reaches further. Two different elements forge a hybrid instead. Feed that hybrid a third element and you have a grand hybrid, and two grand hybrids at the same level forge an apex between them. Get the levels wrong and the game says so, flatly: Match their levels to forge an APEX.

Between waves a button counts down from six seconds and then calls the wave for you. Press it early and you are paid 3 gold for every second you skipped, which is most of a tower. Press it again while a wave is still walking and the next one folds into the front, up to three deep, with the gold climbing every time. Before a boss it refuses.

Every tenth wave the ground opens at the far left. A Necromancer climbs out with seven times a skeleton’s health and a shield over the top of it, and he takes three of your ten lives if he reaches the knight. Run out and the valley goes red. The panel counts what walked through, then tells you what to merge about it.

How to play

Merge Bastion controls
Merge Drag a tower onto another one. The target plot glows green while the merge is valid, and the HUD shows you what you are about to get and what it does: → Steam · DMG 11 · Slow, Burn. Tapping one tower and then a second does the same thing. Drop it on an empty plot and it just moves.
Buy tower Puts a random element tower in the front row. The next one costs 3 gold more, and so does the one after that.
Start wave Calls the next wave. Early, and it pays you for the seconds you did not use; again mid-wave, and the following wave walks in on top of the one already there.
Threat Makes everything on the road tougher and everything you kill worth more. Five steps, one direction.
Sell In the tower info panel. Half the value back.
Codex Pauses the game and shows you what you have forged, and the much longer list of what you have not.
Keyboard Space calls a wave, Esc deselects, M mutes. Every button carries its own key in the tooltip.

A stone ribbon over the grid hands your first run one line at a time, lighting the plots it means, and START WAVE stays locked until you have done what it asked. Then it stops talking.

Landscape only. On a phone in portrait the game shows a rotate prompt until you turn it sideways.

Ten lives, and no way to buy your way out

  • 276 apex towers, and every one has a name

    Thunder Obsidian. Scalding Shroud. Crystal Tundra. Shrouded Permafrost. Every name reads back as the two towers you fed it, and the codex fills in behind you as you forge them.

  • The difficulty is a button you press yourself

    THREAT sits top-left, five steps up and none of them back down. Press it mid-wave if you think you are ahead. Then find out. The board records the pressure you were standing under when you fell, so a wave 20 at threat 4 outranks a wave 20 at threat 1 for good.

  • One board a day, and everyone gets the same one

    The daily siege is seeded from the date, so today’s road is today’s road for everybody, and it arrives at a threat level with a name on it. SKIRMISH on a kind day. THE LONG NIGHT on the other sort. One scored attempt, and then the button just shows you how far you got.

  • Send three waves at once

    The button that starts a wave becomes the button that folds the next one into it. Waves 10, 11 and 12 walking the same road at you at the same time, with the gold climbing every time you press it and the arithmetic getting worse. It refuses in front of a boss. That one wants a clear road.

  • The knight is the last thing you own

    You never once step onto the road. Everything you failed to kill walks the length of it and stops in front of one man with a sword, and every one that reaches him costs you a life.

  • Twenty-one sets, twenty-one seals

    Finish a set in the codex and its cell says CLAIM. The seal is a gold star and a count, and it buys nothing on the road; the stones it pays out go to the Keep, where a life or a spare plot is waiting.

Screenshots

Where to play

  • Web

    It is running by the time the page has finished loading. Nothing to install and nothing to sign into.

    Play now

  • Game portals

    Neither listing is live yet.

    CrazyGames: coming soon Poki: coming soon

  • Android

    The build is done and there is no listing to put it on yet. Same towers, same road, on a phone — free, ad-supported, and with nothing to sign into.

    Google Play: coming soon

Fact sheet

Merge Bastion fact sheet
TitleMerge Bastion
DeveloperOmega Software Solutions
GenreMerge tower defense
PlatformsWeb browser (desktop and mobile); Android, not yet listed
PriceFree
MonetisationFree to play, ad-supported. The copy hosted here requests no ad; the portal and Android releases carry ad software, named in our Privacy Policy. No in-app purchases.
Players1
InputTouch, mouse and keyboard. Landscape only.
Saved dataBest runs, codex progress and seals, held on your own device. Nothing is uploaded.
PressPress kit · omegasolutionsbusiness@gmail.com

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