
Roll and Hold
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Description
A card-driven roguelite tower defense. Route a branching map, keep and grow towers as equipment cards, weld enhancement cards into them, and chain fire/water/lightning/wind reactions to break the horde. 82 relics, 70 events, procedural voxel boards. 2-4 player online and LAN co-op.
About
Towers you grow, not towers you spend
Roll and Hold is a card-driven roguelite tower defense. A tower isn't a one-shot purchase — it's an equipment card you hold, re-place and grow all run long. Every tower card rolls its own stats the moment it reaches your hand; you weld enhancement cards into its sockets and push it up the upgrade tree. By the time you reach the final boss, the tower standing on the board is one you raised, not one you bought.
Three nested decisions
- Placement — combat is real time. Towers fire on their own; you decide where they stand, what to reinforce, and where to plug the leak. The second the line breaks, hands beat plans.
- Build — between fights you draft one of three, tower cards and enhancement cards mixed. Pour everything into two legendary towers with eight sockets each, or blanket the board with eight commons at two sockets. Rarity here is a concentration dial, not just a power tier.
- Route — the branching map is visible from the first turn. Battles, elites, shops, events, rest stops. How you spend, and whether one heal is worth the detour, is on you.
Four elements that talk to each other
Fire, Water, Lightning and Wind aren't four damage types — they're four statuses that interlock.
Fire into Water Vaporizes for a single-target spike. Fire into Lightning Overloads into a blast radius. Lightning into Fire Ignites, detonating stacked burn and chaining outward. Wind Spreads whatever a target is carrying to everything around it. Weather and the day/night cycle stack on top — a thunderstorm's Thunderstrike picks off the whole field for you.
What's waiting in a run
- 20 towers — four elements spread across rarity tiers, plus hub, healing and energy support towers
- 82 relics — global passives, cursed ones included
- 33 enhancement cards — welded into tower sockets, leveled 1 to 5; commons hold 2, legendaries hold 8
- An upgrade tree per tower — 6 tiers, four choices each; unlock the apex to reach a 7th
- 70 events — forks with teeth, not free handouts
- 10 enemy types across 50 wave sets — armor, shields, tower-breakers; each wants a different answer
- 6 biomes x 6 weathers x day/night — grassland, desert oasis, tundra, volcano, sky isles, magic forest; clear, rain, thunderstorm, blizzard, heatwave, and a blood moon that only an event can call down
A board with a third dimension
Every battle map is a voxel board built on the spot, shown from a tilted top-down angle in a hard-edged, warm-lit toy-geometry style. Terrain isn't wallpaper: puddles, elevation and where the spawn gates sit all rewrite how this particular fight has to be held.
Alone, or together
2 to 4 players, two ways: Steam online co-op (invite a friend straight into your room) and direct LAN connection. Enemy health scales with map topology and headcount, and relics and card pools are shared — more players isn't easy mode, it just splits one problem between more hands.
After the last boss
- Ascension 0 to 7 — unlocked by winning, tightened one notch at a time
- Endgame endless stage — a final infinite wave after the run is won; see how far your build actually holds
- 30 achievements
- A codex that lights up as you meet things — events, relics, weather, terrain
- Saves pinned to room boundaries — 20 solo slots, 10 co-op, partitioned per account, with Steam Cloud support
- 1x / 2x / 3x / 5x / 8x combat speed
- Full English and Simplified Chinese