● PLAYABLE DEMO

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
Crown Rush key art
How it plays

You position. He fights. The coins decide the rest

Crown Rush is a drag-to-move base-defence game with a coin economy that funds troops, walls and upgrades; we build a brand's own version of it for longer sessions, returning players and loyalty tie-ins.

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.

The look

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.

In play

From a bare keep to a walled base

Wave clear — a breath before the next horde
Wave clear — a breath before the next horde
Walk the king onto a building to fund it
Walk the king onto a building to fund it
Walls go up as the economy grows
Walls go up as the economy grows
A fully built base holding the line
A fully built base holding the line
Rebuilt for you

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.

More formats

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See all mechanics →
FAQ

Crown Rush — your questions, answered

What do we get if you build Crown Rush for our brand?
Your own game on this mechanic — not the demo with a logo dropped on it. The world, the art, the copy, the rules and the reward are made for your brand, and the demo you can play here is the proof that the mechanic itself already works.
Is this a white-label licence?
It's a licence on a mechanic we've already designed and shipped, rebuilt as a white-label game for your brand. You don't get the demo with your logo dropped on it. The world, art, copy, rules and reward are made for your campaign, and the finished game goes out under your name.
How long does a build on Crown Rush take?
Branded Games of this kind typically take 8–14 weeks, and starting from a mechanic we have already designed and shipped keeps a build toward the faster end of that range. We agree the timeline before we start and every milestone ends in a playable demo.
Where can it run?
In the browser, on phone and desktop, with nothing to install — embedded on your own site or landing page, or linked from ads, social and email. Tell us where the campaign runs and we build to those specs.
Does it support returning players or a loyalty tie-in?
Yes — that is what it is for. Sessions run several minutes and the economy is progression-driven, so the format supports returning players, daily rewards and a loyalty tie-in. The buildings become your product line, each unlock a step deeper into the range.
Can we play it before we decide?
Yes — the demo on this page is the real, finished mechanic, playable right now on desktop or phone. Play it, then tell us the campaign and we come back with what your version looks like.

Want this in your brand?

Tell us the campaign and we'll come back with what a rebuild looks like.

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