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How to play

Hold the line

Max TD is a tower defence made by someone who loves the genre — no energy timers, no paywall, no loot boxes. Everything on this page is reachable by simply playing. Here is what you need for your first run.

Built for the genre

And genuinely free to play

One tower. Waves that never stop getting stronger. Gold that has to be spent at exactly the right moment. That is the whole loop — the thing tower defence has always been good at, without anything bolted on to slow you down.

  • No paywall. Every weapon and every upgrade is bought with gold you earn in the run, or with Diamonds you earn by playing.
  • No loot boxes. Choices in the game always show you fixed, visible options. There are no hidden odds.
  • Ads are optional. Watching one is something you choose, never something the game forces on you to continue.
  • Nothing is timed out. No lives, no energy, no waiting to play again.

Progress is permanent where it matters and resets where it should. Gold, upgrades and crit chance last for one run. Diamonds, the Skill Tree and your account level stay with you forever.

Your first run

Stage 1 · the first five minutes

Stage 1 is the introduction and it is built to be won. No bosses, no surprises — just enough enemies to teach you the loop. Kill 500 enemies to complete it. When you win you can choose Endless and keep going as long as you like.

Protect
Attackers march toward your central tower. Every one that reaches it costs you HP. At 0 HP the run is over.
Earn
Every kill pays gold. Gold is the only in-run currency, and it is what everything below is bought with.
Survive
Each completed wave pays a WAVE COMPLETE bonus. Waves get longer and enemies get stronger as you go.

What to do, in order

  1. Buy SPEED for your Laser first. It sits under the weapon in the GUNS tab. More shots means more kills, which means more gold — it is the backbone of every strong build, and it compounds: the earlier you buy it, the more it earns for the rest of the run.
  2. Then open the ECONOMY tab. A small tier bought in the first waves keeps paying for the whole run. The same gold spent late buys far less. This is the single most common mistake new players make.
  3. Buy your second weapon once gold allows. The Flamethrower at 300g is the natural first purchase — it shreds the dense ground waves Stage 1 throws at you.
  4. Add Crit chance once things get tanky. Even 10–20% cuts through tough targets noticeably.
  5. Keep a reserve. Never spend down to nothing while your health is low. Health costs 100 g in the UPGRADES tab and is there for exactly that moment.
  6. Learn to hold the 2× Speed boost. 250 g in the UPGRADES tab doubles every weapon's fire rate for ten seconds. Do not spend it on a quiet wave — save it for the boss or the breakthrough. It is the button that carries runs.

Completing Stage 1 also unlocks the rest of the main menu — Stats, Tower Loadout, Leaderboard, Fun Modes and stage selection. The menu starts small on purpose so the first run stays about the game.

The shop

Three tabs, at the bottom of the screen

The shop is open during the whole run. Everything in it is bought with gold — with one exception below — and everything in it resets when the run ends.

GUNS — weapons and their upgrades

This is where weapons are bought. The moment you own one, its own SPEED and CRIT buttons appear underneath it: every weapon is upgraded separately, and that is the whole art of the tab.

Speed per weapon
More shots per second for that one weapon. The most important early buy — stack it aggressively before anything else.
Crit per weapon
A chance for a shot to deal double damage, rolled per shot — 20% crit does not mean every fifth shot, it means each shot has a one-in-five chance. Because it is tracked per weapon, crit on the Laser does nothing for the Flamethrower.

UPGRADES — four buttons that change a run

Health 100 g
Restores 10 HP. Buy it when you are actually in danger — gold spent on survival is gold not spent on power.
More Spawns 70 g
Enemies arrive faster. More kills means more gold per second — high risk, high reward. Push it only while you are comfortably safe.
2× Speed · 10s 250 g
Doubles the attack speed of every weapon you own for ten seconds. The single strongest button in the shop — see below.
2× Speed · 60s 1 ◆
The same effect for a full minute, paid in Diamonds instead of gold. The emergency button for a wave that is about to end your run.

The 2× Speed boost is what carries runs

It is easy to walk past at 250 gold, and it is the button that decides long runs. Ten seconds of doubled fire rate from every weapon at once is more damage than any single upgrade you could buy with the same gold — and unlike an upgrade, you choose the exact moment it lands. Save it for the two moments that actually kill you: a boss that will not go down, and a wave that has broken through. Used there, one press turns a lost run into a continued one.

ECONOMY — the four income upgrades

Buy them early. A small tier bought in the first waves keeps paying for every wave that follows; the same gold spent late buys a fraction of that.

Steady Income
A fixed amount of gold every 10 seconds, no kills needed. The reliable base — it keeps ticking while you rebuild after a bad wave.
Basic Bounty
Extra gold for every normal attacker killed. It grows on its own as waves get bigger.
Wave Bounty
A lump sum each time you complete a wave. Best on long survival runs.
Golden Rush
A big bonus for every Golden kill. Pair it with crit so they never slip past.

The arsenal

Bought with gold, during the run

You start with the Laser. Everything else is bought from the GUNS tab while you play, and every weapon can be upgraded separately once you own it.

Laser Gun
Laser Gun Starting weapon
Fast, precise, single-target. Your default — and it stays relevant all game, because its Skill Tree path ends in the Omni-Burst: shots in eight directions at once.
Flamethrower
Flamethrower 300 g
A rapid cone. Excellent against dense ground waves, and the natural first purchase in almost every run.
Ice Arrow
Ice Arrow 450 g
A slow piercing shard that flies straight through everything in its path and off the screen, damaging every enemy it touches. Cheap, and it scales with how tightly packed the wave is.
Gold Tower
Gold Tower 600 g
An economy tower: every hit mints +1 gold. It barely scratches enemies, so it trades a weapon slot for a faster economy. Upgrade it for a jackpot — every tenth hit pays ten times the gold.
Ice Launcher
Ice Launcher 1 000 g
Slow cooldown, massive splash, and it slows everything it hits. The classic answer to a wave that has gotten out of hand.
Poison Dart
Poison Dart 1 000 g
Toxic darts with permanent poison — it ticks every second until the target dies, and every hit adds a stack. Damage that keeps working after you have moved on to the next target.
Cannon
Cannon 2 500 g
Siege artillery. It lobs a shell at where the target stands when firing, so fast enemies walk out of the blast. Huge splash and heavy damage in exchange for slow, wobbly aim.
Chain Lightning
Chain Lightning 2 500 g
The elite pick. Bounces between three enemies for full damage each hit and deletes clustered waves outright. Expensive, and worth it.

Your tower, your build

Tower Loadout

Weapons are not fixed to your tower. In the Tower Loadout you decide which weapons your tower starts each run with — swap them freely between runs and the same stage plays completely differently. A swarm build and a boss-burst build are two different games on the same map.

Priority targeting

By default every weapon shoots the closest enemy. Buy Advanced Targeting for a weapon in the loadout (the 🎯 chip, 25 ◆) and you can tell that weapon what to aim at instead:

Near
Closest first. The default, and usually right when leaks are the danger.
Far
Farthest target still in range. Starts damage earlier, so runners take hits before they arrive.
Low HP
Finishes wounded enemies. Turns overkill into extra kills — strong on fast-firing weapons.
High HP
Focuses the toughest target. Keeps tanks from soaking your whole output.
Boss
Bosses first, everything else second. Best on your heaviest damage weapon.

The Skill Tree

Permanent progression · spent in Diamonds ◆

Everything in the shop disappears when a run ends. The Skill Tree is the opposite: upgrades bought here are permanent and apply to every future run, on every stage. You reach it from the main menu.

Attack Speed
A permanent fire-rate path per weapon. The Laser's fourth tier unlocks the Omni-Burst — eight-directional shots.
Life & Regen
+5 and +10 max HP, then automatic regeneration of 1 HP per minute. Enormous on long runs.
Start Money
Begin every run with +50, +150 or +300 gold — which means your second weapon arrives far earlier.
Environment
Economic multipliers: double Wave Bounty, triple Golden Rush, double Steady Income.
∞ Mastery
Max out both paths of a weapon and its endless Mastery tiers open: +5% damage per level, forever. The long-term Diamond sink.

Diamonds come from playing: one for every 1 000 lifetime kills, plus achievement and account-level rewards. Spend them — permanent power compounds over every run that follows.

What you are up against

Attackers & elites
Basic
Standard ground units. Slow and weak — dangerous only in numbers, which is exactly what you get.
Fast & Flying
Quick movers outrun your shots if your attack speed is too low. Flying attackers duck under the Flamethrower cone entirely — that is what the Laser and Chain Lightning are for.
Shielded
Tanky and slow. Takes extra hits to bring down — the target crit was made for.
Golden ★ 75 g
Extremely fast and tough, and worth 75 gold on its own. Always your priority target — one of them pays for your next upgrade outright.
Elites (Bosses)
Bosses arrive after a set number of kills, move in wide arcs and carry enormous HP. Each one pays a lot of gold — and each one spawns stronger than the last.

The Hall of Fame

Four boards · a weekly race · real prizes

ALL TIME and WEEKLY rank by points — kills multiplied by the stage you played. ROGUE and SPIRAL rank by raw kills. Each mode has its own board, so a huge Rogue run can never push you up the Classic one. You need an account to appear; guest scores stay on your device.

The week
Monday 00:00 CEST to Sunday 20:00 CEST. At 20:00 the board freezes for four hours — no new scores count, the final standings stay on screen, and the winner's avatar gets a blue shimmering frame. At midnight everything resets.
The prize
First place on the WEEKLY board wins 20–60 Diamonds. The amount changes every week and is shown on the board while the week is running, so you always know what you are playing for.
Collecting
The winner is decided on the server, not in the app. Open the main menu during the following week and a popup offers your Diamonds. Miss the week and it expires.
Fair play
Scores only rise, never fall, and are rate-limited. Guest accounts cannot enter the boards at all.

Account level

Every attacker you kill is 1 XP, in every mode. Your level never resets. The first levels come fast — 500 kills for Level 1, then 1 100, 1 800, 2 600 — and then it climbs steeply, with no maximum. Level 1 pays 1 Diamond, Level 10 pays 10, and it keeps growing. Rewards wait in the Account screen until you tap COLLECT.

Things that win runs

Pro tips

Rush Attack Speed first. More shots means more kills means more gold. It is the backbone of every strong build.

💰

Invest in Economy upgrades as early as you can spare the gold, not mid-game. A tier bought early compounds into far more gold over a long run than the same tier bought late.

🎯

Add crit chance early for bosses. Even 10–20% can cut boss kill time roughly in half.

🌟

Golden enemies are worth 75 gold. Always focus them — they pay for your next weapon instantly.

🔥

Flamethrower for ground swarms, Ice Launcher for burst damage on big targets. They cover each other's weaknesses.

🌊

Buy More Spawns while you are safe. More enemies means more gold flow — but only if you can actually handle them.

⏱️

Never fire the 2× Speed boost on a quiet wave. Ten seconds of doubled fire rate is worth far more against a boss or a wave that has already broken through — that is where runs are saved.

🛡️

Keep 2–3 HP in reserve. Never spend all your gold when your health is at risk.

💎

Do not hoard Diamonds. Spend them in the Skill Tree — permanent upgrades compound over every future run.

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