Press Kit
The homeworld is falling. The ships are loading. Every wave you hold is a ship that gets away.
Trailer
51 seconds · 1920×1080 · H.264 · captured in-engine, no cutaways
Fact sheet
What it is
Lyran Defense is a painterly tower defense campaign set during the Lyran Wars, in the last days of a homeworld that does not survive them. It is a story about a proud feline people buying time with their lives so that their children reach the stars, and the game is honest about how that ends: the campaign is a won evacuation, not a won war.
Twenty-one levels trace the retreat to the evacuation fields. Every board is a painting rather than a tile grid, gold against violet, each with its own biome and its own landmark. The score is generated as you play, rising with the battle and mourning the losses, and it never repeats itself the same way twice.
Features
- A campaign that is a retreat. Twenty-one rearguard actions, each one buying the evacuation ships their time, plus The Long Watch: an endless mode where the longer you stand, the more ships get away.
- Eight tower families that upgrade into an elite form — arrow, frost, ember, mortar, venom, lance, banner and mender — and three families fork at the top into two rival elites, a choice the player cannot take back.
- Special attacks by hand. Aim the Chord, time the Pulse. Neither is on a cooldown you can ignore.
- Terrain and weather that fight you. Mires that slow the column, rifts that tear open mid-wave, roads that fork and cross, rain and snow that hide the road.
- A procedural orchestral score written for the battle it is scoring, not looped under it.
- Plays fully offline. No ads, no tracking, no account required. The entire game is on the device; the platform achievement services are optional.
- A deterministic engine verified bit-for-bit across every platform it ships on, so a battle replays identically on a phone, a television and a server.
Screenshots — iPhone
Screenshots — Apple TV
Screenshots — Mac
Screenshots — Android
Permission
Everything on this page may be used freely in coverage of the game, including video captured from it, monetised or otherwise, with no further permission needed. Attribution to Tatzel Labs is appreciated and not required.
Contact
David Tatzel — [email protected]
No embargo. Coverage is welcome as soon as the game is on the App Store. This page is public and indexable; everything on it is cleared for use, and the press assets above need no permission.