# Crown Rush

> Move the king, spend the coins, and hold the keep for one more wave.

_Base defence · Drag to move · Plays in browser_

[Play the demo](https://demos.maziminds.com/crown-rush/)

## You position. He fights. The coins decide the rest

You drag the king around the field and he attacks on his own, so a player is making positioning decisions rather than aiming. Every kill drops a coin, and coins are poured into buildings that unlock troops, walls and upgrades.

The horde never stops, so the real question is always where to spend next — and because the spending is physical, walking the king onto a building to fund it, even a first-time player understands the economy without a tutorial.

Sessions run several minutes rather than seconds, which makes it the one to reach for when the brief is time-on-brand rather than reach.

## Voxel armies, storybook castle

Chunky voxel characters — a mounted king, spearmen, a red horde and stone giants — around a castle keep on open ground. The style is friendly rather than grim, so it sits comfortably with consumer brands that would never run a realistic combat game.

Units, buildings, banners and terrain are separate, recolourable pieces, and the two armies are defined by colour alone, so a brand-versus-rival framing is a palette decision.

## What changes when it's yours

The keep becomes your world and the buildings become your product line, each unlock a step deeper into the range. Because sessions run long and the economy is progression-driven, this is the format that supports returning players, daily rewards and a loyalty tie-in.
