Two spires, one multi-lane battlefield, and neither side ever stops fighting.

Your Spire stands on one end, the rival Spire on the other. Waves pour down both lanes at once, and both towers open fire on their own the instant a target's in range, no clicking, no aiming. Your job is to make your side hit harder, survive longer, and out-climb the other one, run after run.

Waves spawn on a fixed schedule and the sim keeps running while you're away, so you come back to progress, not a paused screen. Watch a fight and you'll see units clash across two lanes, towers open up, hits land with real feedback. Walk away and the depth counter keeps climbing regardless.

How a game (run) goes

You start a run, waves come in, your Spire and the rival Spire trade damage across both lanes. Depth increases as you survive. When your run ends, whatever you banked converts into permanent upgrades on the tree, so the next run starts stronger. Level select lets you jump to a specific world and level once you've unlocked it. You'll land on a title screen first, with a settings menu if you want to tweak anything, then it's straight into a running ladder.

What you get

  • Two-lane simultaneous combat, your Spire vs. a rival Spire, both firing automatically
  • A depth-based wave ladder across worlds and levels, with a level-select screen once you've cleared ground
  • A permanent upgrade tree, unlocked from what you bank at the end of a run
  • Idle progression: waves keep going and depth keeps climbing while you're not actively watching
  • Visible combat feedback on specials (cleave, execute, pierce effects fire and read on screen mid-fight)
  • Deterministic simulation under the hood: The same seed plays out the same way every time

We're not going to claim more than that. Scene art (environment props, floor, set dressing around the two Spires) is mid-rework right now; screenshots below are marked with what they show honestly, and this section gets a pass again once that art lands.

AI Disclosure: AI assistance has been used.
Spireline is built by one person with the assistance of AI coding tools (Claude, primarily) for some share of the implementation, primarily for code review and dialogue. Design, direction, and every single shipped decision are mine.

Free. All of it.

Every wave, every world, every tower, the whole upgrade tree: None of it sits behind a paywall. If you never spend a $ here, you're not missing anything the game needs you to have.

I built Spireline solo. If you liked the game enough to click through to this page, thank you, whether or not you buy anything.

Updated 21 hours ago
Published 2 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 1.0 out of 5 stars
(1 total ratings)
Authorbmoti
GenreStrategy
Tagsbrowser, free-to-play, html5, Idle, Incremental, lane-defense, Pixel Art, Tower Defense, Voxel
AI DisclosureAI Assisted, Code, Text

Development log

Comments

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(+1)

None of the upgrade buttons seem to do anything. There's no clear price for upgrades. There's a lot of stuff on the screen and no clear indication of what it is.  I don't know why there are two lanes of the same thing. Overall, it feels like it's not finished.

(1 edit)

Edit: and I forgot to mention, the reason for 2 lanes (and maybe more in the future) is so you need to do strategic choices for where and what to deploy on which lane, to counter the enemies’ choices. This will at the very least be heroes and some spells, but likely also special upgrades, defences, etc. in the future.

Do you mean the in-game upgrades or out of game upgrades? They both do stuff, but very small upgrades at this time.


You’re absolutely right that this is not a finished game per se, and I have a lot of stuff queued up that I am releasing over the next few weeks - this is more about how the core gameplay feels - in essence (from my Reddit post: https://www.reddit.com/r/playtesters/s/R73zH35P9W):

  1. First 2 minutes: Did you know what to do? Where did you first get confused?
  2. Fights: Could you tell who was winning and why? What was unreadable?
  3. Choices: Did anything you built feel like it mattered? What felt useless?
  4. Best moment and worst moment, one line each.
  5. Would you come back for a second session? What would bring you back, or what killed it? (Plus: phone or desktop, and which browser?) (Small note, I have a lot more features in the pipeline I am adding over the next month or so before I want to push it, but want to ensure the core mechanics work and make sense first)

In any case, thank you for your feedback!

The only upgrades I'm aware of are the ones at the bottom of the screen -- a shield, water?, an arrow, etc They turn orange at some point if I click on them. No idea what that does.

I can deploy things?

1. I did not know what to do. It looked like I could buy upgrades like a typical incremental but nothing seemed to do anything useful.

2. I reckon as that line moves back and forth, it's closer to whoever is losing. I saw that the blue guy started taking damage (or at least, explosions were happening). It wasn't clear what I could do about it though.

3. Nope. Everything.

---

I am trying again now and I see that if I click an "upgrade" the blue outline goes away and coins go down. So, that seems to do something. Not sure what though.

I would be fine with tooltips over the buttons as a start, just to be like "this is X and it costs Y".

Awesome feedback, thank you! This actually touches on almost everything I have planned for the next build, which is hopefully out tonight or tomorrow.

It would probably help also to start off with one lane, and then add a second lane once the player gets the basics.

(2 edits)

Never thought of that, as I consider it one of the core features of the game: having to choose where to deploy stuff (like heroes, which I understand can be hard to read even how to do right now). But noted and thanks for the feedback again.

Just pushed an update built directly on your feedback: 

- A proper title screen

- A hands-on "field guide" that pauses the battle while it teaches (you click your Spire, buy the upgrades, summon a hero)

- Tooltips with prices on every button

- A permanent "YOU: BLUE" badge (might be a bit overkill in the long term imo, but I think it works for people trying it for the first time).

Full details in the devlog. If you have another 10 minutes at some point, I would love to hear if the first run makes sense now.

Am I the blue one or the orange one?

The blue one! And good call that it needs to be more clear! Thank you for the feedback.