A downloadable game for Windows

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## A tiny 3D tower defense demo

**FlagDefense** is a minimal 3D tower defense prototype built with **Unreal Engine 5**. Everything happens on a single spiral track map — no level switching, one smooth continuous run.

Your job: place towers freely along the track, intercept the flag enemies that walk a fixed path, and keep your base from falling.

> **This is build v0.6.7 — an early prototype, not the finished game.** Everything you see here is still being actively built. A full release will change a lot of it. Download it if you want to see where this is going, not if you want a polished final product.

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## Levels

The demo now runs **12 levels** on the same spiral track — no scene switching, no loading screens, one continuous run from start to finish:

- **Level 0 — Tutorial** — a low-pressure intro. Few enemies, slow spawns, and a base health bar that's practically unbreakable. Every tower is unlocked from the start, so you can freely learn placement, intercepting, and how gold works.

- **Levels 1 to 11** — the main run. Base health resets, waves get stronger, and real fail conditions kick in from level 1 onward.

Pressure ramps level by level, so by the last one you're not just placing towers, you're actually planning a route.

> **Still a demo.** A full release will add even more levels and content. What's here is complete and clearable end to end, nothing padded.

## Hard Mode

A dedicated challenge mode that only buffs the enemies and gives you **nothing**:

- Enemy health is doubled

- Gold per kill, enemy move speed, and all tower stats stay exactly the same

If you want to stress-test your layout, this is where.

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## Towers (all unlocked from the start)

No unlock gates, no grinding. Pick your loadout immediately:

- **Machine Gun Tower** — the bread and butter. Steady damage, balanced fire rate, great at picking off single targets.

- **Metal Tower** — the heavy hitter. **Double the damage of the basic tower**, so it deletes threats the machine gun can only chip at — but it also costs **twice as much to build**. It's a real economy decision: early on you can't afford to spam it, and by mid-game it's what holds your hardest lanes.

- **Gold Tower** — a support tower with low damage. Every hit drops bonus gold, so it's your economy engine. It can't hold a lane alone — pair it with damage towers.

- **Flame Tower (advanced AOE)** — area burn damage with a slight slow. Shines against clumped swarms. Its burn **clears the ice slow debuff** off enemies, which creates some genuinely interesting trade-offs.

- **Ice Tower (control)** — massively slows enemy movement, buying your damage towers more time on target. It's the direct counterweight to the flame tower: fire on an ice-slowed enemy and the slow just evaporates. Mixing them badly cancels itself out.

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## Save system

You don't have to finish a run in one sitting. **The save records which level you're on** — that's it. Close the game, come back tomorrow, and it drops you back at the start of that level rather than making you replay the whole thing.

Worth being clear: it does **not** store your progress inside a level. Towers placed, gold spent, waves cleared — none of that survives a quit. If you bail halfway through a level, that level restarts.

No account, no cloud sync, no launcher wrapping it. It's a plain local save.

## Enemy types

Beyond the basic flag walkers, later levels field a wider mix that forces you to change your setup between runs. Some enemies punish a tower comp that worked fine two levels ago, which is the point — a layout that carried you through the easy stretch will happily fall apart later on.

## What you learn by playing

By the last levels you've stopped thinking in "which tower is best" and started thinking in economy: how much of your gold goes to metal guns vs. how much goes to keeping the lane slowed.

## Mechanics worth knowing

- **Debuff interplay** — slows and the flame burn that removes them. It stops you from mindlessly stacking towers and winning.

- **3D main menu** — no flat 2D UI here. The menu buttons *are* physical 3D flags that sway gently in place. Start, Settings, Quit. Muddy, but it fits the theme.

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## Controls

- **Mouse Move** — look around, select objects in the scene

- **Left Click** — interact with menu flags, place towers, move towers, trigger actions

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## About this build

This is **build v0.6.7 of an unfinished prototype**. Tutorial, all 12 levels, and hard mode are in and clearable start to finish — but this is a mid-development snapshot, not a final version. expect the balance to move around and features to get added or cut.

It's one person's spare-time project about the simple joy of placing towers, growing your economy, and holding a line. Nothing here is filler. If you want to watch a small game get built in public, you're in the right place — feedback is genuinely useful at this stage, more than at any other.

Built with **Unreal® Engine 5**.

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Free to play.

**Unreal® Engine, Copyright 1998 – 2026, Epic Games, Inc. All rights reserved.**

Unreal® is a trademark or registered trademark of Epic Games, Inc.

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Windows.7z 328 MB

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