Two crystalline Lyran arks climbing away from a burning horizon under a violet sky, watched from a ridge by a white-maned lion in a green warden's coat holding a leather-bound book.

A Lyran Saga

Lyran Defense

The homeworld is falling. The ships are loading. Between the rift and the beacon stands one thing: you.

Download Lyran Defense on the App Store

Free. One download, and it plays on iPhone, iPad, Mac and Apple TV.

“I am no soldier. None of us are.”

Warden Sael · the first watch

The long retreat

A rearguard action, painted one board at a time.

The Draco tore a rift between the worlds and poured through it. There is no version of this war where Lyra is held.

So the campaign is not a war you win. It is a year of buying hours: twenty-one stands along the road to the evacuation fields, each one holding long enough for another ark to clear the ground. You are not defending a kingdom. You are defending a departure.

Every board is a painting with its own biome, its own landmark and its own way of turning against you. The mires slow the column. The rifts tear open mid-wave. The roads fork, cross and double back on themselves, and by the last field the enemy is converging from three of them at once.

A violet rift torn open above a Lyran valley, light spilling from the breach.
The breach opens · story cutscene

The war codex

What is in the box.

The campaign

Twenty-one story levels across the falling homeworld, and The Long Watch — an endless mode where the only score that matters is how many more ships got away because you were still standing.

  • Four difficulties, from a calm first watch to an edge that will take your soul
  • Hand-written briefings before every stand, in the voices of the four who led it
  • Per-level records: fastest clear, least gold, fewest towers, most lives held

The line

Eight tower families that upgrade into an elite form: arrow, frost, ember, mortar, venom, lance, banner and mender. Three families fork at the top, and the fork is a commitment — a Longbow becomes a Starshot Bastion or a Skypiercer, a Glacier an Aurora Spire or a Shatterfrost, a Mortar a Siege Bombard or a Cinderfall Battery. Never both.

  • Target priorities per tower — first, last, strongest, nearest
  • Special attacks by hand: aim the Chord, time the Pulse, save the wave
  • Ground that refuses some towers outright, and tells you why

The enemy

Nineteen painted creeps drawn from four sub-races that never mix: the skarn swarms, the grey husks, the Draco elders and the Hollow that feed on light itself.

  • Armour, resistances and shields that make the wrong tower useless
  • Elderscales, brood-mothers and crowned things held back for the last third
  • Weather that fights you — rain and snow slow the field and hide the road

The song

A fully procedural orchestral score, composed on the device as you play. It rises with the wave, thins when the line thins, and mourns the levels you lose.

  • No looped tracks — the score is generated, never replayed
  • The Score: a chronicle of the war's music, earned by holding the line

The record

The Journal is a war codex that fills as you meet what is in it: every tower, every creep, every doctrine, written down by a warden who never expected to need any of it. The Gallery keeps the paintings you have earned.

  • Twenty-two hand-illustrated boards, gold against violet
  • Painted towers and painted enemies, not sprites on a grid
  • A deterministic engine, verified bit-for-bit on every platform — so a battle is exactly replayable and a victory is exactly earned

The board

Every level is a painting you are allowed to lose.

The level select screen, a chain of painted boards down the road to the evacuation fields.
The road — level select
A wave in progress on The Empty Cradle: a winding pale road through violet stone, gold towers along it.
Wave 5 — The Empty Cradle
A defended line mid-battle, towers firing on the advancing column.
The line holds
A boss creep advancing on the beacon.
Something crowned
A story cutscene: a painted vignette with a character's briefing beneath it.
A briefing before the stand
The Journal, listing towers and creeps with their statistics.
The Journal
The Gallery of earned paintings.
The Gallery
The title screen, the beacon burning against a violet sky.
Title
The same battle running full-screen on Apple TV, driven from the couch.
The same battle on Apple TV — driven with the Siri Remote or a game controller.

One download

The same war, on every screen you own.

Not four ports of a phone game. One engine, cut for four machines and verified to run the same battle on each: the phone in your pocket, the iPad on the table, the Mac on your desk, and the television in the room where everyone else can watch the line break.

  • iPhoneThe whole campaign in one hand, and nothing held back for a bigger screen.
  • iPadThe boards at something near the size they were painted.
  • MacKeyboard and mouse, with the battle keys yours to rebind.
  • Apple TVThe Siri Remote, or a PlayStation, Xbox or Switch pad.

Clear a stand on the train. It is already open on the television.

Progress rides your own iCloud account between your devices — levels cleared, records set, every entry the Journal has filled in. It merges rather than overwrites, which is the part save-sync usually gets wrong: a fastest clear set on the Mac and a no-loss run set on the phone both survive, and a device that has been in a drawer for a month contributes what it earned instead of being flattened by one that has not.

It is your iCloud, not a server of ours — and the whole game plays signed out of it.

Twenty-six achievements, and not one of them is for opening the app.

Game Center keeps the record on every Apple platform: the stands held without losing a life, the clears made on the difficulty that takes your soul, the things you were never supposed to survive. Optional, signed in or not — the campaign does not notice either way.

Made to be fair

The whole game is on your device.

Price
Free. The campaign is complete and not cut in half.
Advertising
None. No banners, no interstitials, no rewarded video.
Accounts
None required. There is no Tatzel Labs account and never will be. Game Center on Apple and Play Games on Android are optional, record achievements only, and the whole game plays signed out.
Tracking
None. No analytics, no third-party SDKs, nothing collected.
Network
The game plays fully offline and never talks to a server of ours. The only network use at all is Apple’s own — Game Center for achievements, iCloud for the progress backup below, the App Store for the optional purchase — and every one of the three is optional.
Your progress
Kept on your device, and backed up through your own iCloud account so it carries to your other Apple devices. Records merge rather than overwrite, so a device that has been offline for a month adds what it earned instead of erasing what you did elsewhere. Signed out of iCloud, the game keeps everything locally and syncs nothing.
Optional purchase
“Light the Beacon” is a one-time supporter purchase, on every Apple platform, for people who want to leave a light on. It unlocks nothing you need to win.
Platforms
iPhone, iPad, Mac and Apple TV, from one free download. PlayStation, Xbox and Switch pads drive the battle on all four, and drive the whole interface on Apple TV. Coming to Android.

Every line above is true of the build that ships, not a promise about a future one. The full text is in the privacy policy.

Elsewhere in the saga

Vega was the last refuge. It was not the last word.

Night mountains under a violet sky, one small gold light burning low behind the far ridge.
Starfall: A Lyran Saga · in development

Generations after the road you are holding, one ark-colony left Vega and came down on a young world it could not leave again.

Its survivors scattered among humans who had no idea what had fallen into their hills — star-people going quiet, their resonance thinning with no song left to tune it to. Beneath the fields those humans farm are vaults cut long before them, and something sealed in the deepest of them has started to answer.

Starfall: A Lyran Saga is an 8-bit role-playing game set in the same universe, generations on: a top-down overworld that drops into first-person deeps, in the idiom of the cartridges that taught most of us what a party was.

In development. No date, no store page, and nothing to sign up for — this is only so you know the war has an after.

The Lyran fleet rising: crystalline arks climbing away from the world, their light thinning into the stars.
“And when the last horn sounds anyway, still be singing.”

The Crucible · the last stand