You have a handful of planks, a few settlers and until the fourth night falls. What stands by then is your decision. After that, the horde decides.
Free to join. We’ll let you know as soon as the valley opens.
You set out because nothing was left: a cart, some tools, too few supplies. Now you stand on the slope and look down — timber at the forest edge, fish in the river, ore in the rock.
The valley gives up everything, but only as fast as somebody fetches it. And where the keep stands, it stands for good — choose the spot carefully.
Woodcutter and sawmill. The first plank is wall, house and tower all at once.
Fishing hut, farm, mill, bakery. Every worker needs a ration — otherwise they move on.
Quarry, mine, smithy. Stone outlasts wood, iron outlasts stone.
Eleven workplaces, each with its own workers and its own supply chain. You put them down — running is their job.
Woodcutter, sawmill, farm, mill, bakery, henhouse, fishing hut, quarry, mines, smithy, trading post. A building with no workers produces nothing — and a worker with nothing to eat leaves.
Palisade, rampart walk, earthwork, stone ring, outer ward, bulwark — paid for cell by cell, built cell by cell. Run them where the horde actually comes from.
Better tools, faster routes, harder walls. What you research today carries you through the waves you have not seen yet.
No account, no sign-in, no ads, no tracking — works in airplane mode too. Three speeds, pause, autosave, resume whenever you like.


The scout tells you what is coming and when — reading the direction in time is on you. When the alarm sounds, townsfolk become militia.
Surviving wave ten means the siege is broken. If the keep falls, the valley is theirs — and that is final.
Everything here was captured from the running build — the one the beta gets.




Join the closed beta waitlist for iOS and Android. Confirm your email address afterwards — we write as soon as testing begins.
You get exactly these emails: the confirmation (only your click in it signs you up), the invitation to the beta, occasional short notes on how development is going and one message at release. Nothing else — no advertising, no sharing, an unsubscribe link in every email. Privacy
The game is playable but not finished. Here is where you stand.
Building, economy, walls, research, ten waves, win and loss conditions, saving and resuming. German and English. Runs fully offline.
The polish a beta needs: first-run guidance, balance across all ten waves, performance on older devices.
More valleys, more enemy types, more siege equipment — and whatever the beta feedback brings.
The beta is free. We decide on pricing at release once the game is finished — beta testers hear about it first.
Horde Rush is built for iOS and Android, with touch controls and three game speeds. A desktop version is not planned at the moment.
The beta starts once a full run plays through cleanly on other people’s devices. There is no confirmed date yet — we will email you when it is ready.
Neither. No account, no sign-in, no ads, no tracking — the game runs entirely on the device, in airplane mode too. Only the beta signup on this page needs your email address.
It sits on a server in Germany and is used solely for the Horde Rush beta. No sharing, no tracking pixel, no marketing newsletter. Every email carries an unsubscribe link, and you can have yourself deleted entirely at any time.
No. Horde Rush is a single-player game. The valley is yours alone — and the horde comes anyway.