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Devlog · 30 October 2026

The path always stays open

The most important rule in the maze: you may lengthen the monsters' path, but never block it completely.

The temptation of the maze

Whoever builds a maze of towers sooner or later has the idea of simply closing the path to the monsters completely. Then nobody gets through, and the game would be over before it gets exciting. That is not possible in Bannerwrath: a build that would block the path completely is rejected.

A fixed rule, no exceptions

The rule applies to towers just as much as to traps and everything that is added later, including new maps. Abilities that hold enemies back only hold them briefly. Your hero does not stand in the monsters' way, they walk through him. Every build is checked with the same path check, and a dedicated automatic test makes sure that no new mechanic undermines the rule.

Why this makes the game better

Because the path always stays open, the question is not whether the monsters get through, but how. You decide how long their march becomes, where you concentrate firepower and where you leave gaps. A long, winding path gives your towers time, a short one concentrates the pressure. This trade-off is exactly what makes a maze of towers appealing.

And in a duel it is a question of fairness: nobody can take the opponent out of the game with a single build. The better decisions should win.

More on this

Which tower families exist is on Towers. You can see how a battle feels on the home page, and you can play along as a tester.

Join the test