
GAME PROFILE
Village InvadersVillage Invaders
Village Invaders is a fast-paced roguelite card battler, and you are the one doing the raiding. Every village is generated from scratch, packed with defenses, traps and treasure, and no two raids play the same. DEPLOY YOUR ARMY Pick a card, choose where your troops come down outside the village, and send them in. They…
Village Invaders is a fast-paced roguelite card battler, and you are the one doing the raiding. Every village is generated from scratch, packed with defenses, traps and treasure, and no two raids play the same.
DEPLOY YOUR ARMY
Pick a card, choose where your troops come down outside the village, and send them in. They march, find their own targets and fight without waiting for orders. You decide two things: what you bring, and when you play it.
Every time you play the same card, it costs more elixir, so a good raid never repeats itself. Spend gold to buy a whole new hand, or to skip a village that looks like more trouble than it is worth.
THE ELIXIR IS INSIDE THE VILLAGE
Elixir does not refill on its own. The village keeps it in storage buildings, so every one you break puts more cards on the field.
Bring down the village's main building early and the remaining defenses stay weakened for the rest of the battle. To capture the village, every building has to fall.
EVERY UNIT DOES ITS OWN THING
Thieves run straight for the resource buildings. Assassins climb over walls to reach the defenses. A Horse picks up a nearby ally and carries it forward. Golems split in two when they die. Mummies hang back and summon copies of units from your deck. Skeletons charge the defenses and blow themselves up the moment they get there.
CAST WILD SPELLS
Freeze the defenses with Frost. Bring your fallen back with Revive. Double your attack with Duplication. Burn a path with Fire. Or cast Confuse and let the towers fire on their own village.
BUILD THE PERFECT DECK
Every village you capture offers a reward: a new card, an upgrade, a shop, or a talisman. No two runs end up with the same deck.
Last Stand turns a low elixir bar into a full assault. Patience Stone doubles the health of your next unit if you play nothing for four seconds. Gold Trade pays the elixir you are short of out of your purse. And for a few seconds after every spell, Battle Rune makes everything already on the field hit harder.
FOUR PLACES TO RAID
Medieval villages sit behind walls, and line the ground in front of them with hidden pits. The Jungle has no walls at all. The Desert hides sand pits along your path. Hell never lets its graveyards rest, throwing sword skeletons straight at your lines.
Between raids you take your reward, visit the shop, upgrade your cards and pick up talismans. Daily and long-term challenges unlock permanent upgrades you keep from one run to the next.
CURRENT FEATURES
- A complete single-player roguelite run
- 35+ unit and spell cards, from wall-hopping raiders to army-copying Mummies
- 15+ talismans that can reshape a run
- Procedurally generated villages packed with walls, traps, storages, support buildings, and defenses
- A hand fueled by stolen elixir, with gold-paid redraws when luck turns ugly
- Card rewards, shops, upgrades, and talisman picks between raids
- Daily and lifetime challenges with permanent progression
Raid the village. Take the loot. Build a stronger deck and go again.
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