Tower Smash

Players restore a fallen kingdom by solving match-3 puzzles that also lay siege to enemy towers on the same board. Swap adjacent pieces to chain matches, unleash rockets and bombs from four-plus-piece combos, and collapse the Dark King’s fortifications one castle level at a time — earning potions that rebuild new districts of the royal realm between puzzles.

  • Match-3
  • Hybrid-Casual
Engine
Unity
Genre
Match-3, Puzzle, Kingdom Builder
Art Style
Vibrant, storybook 3D
Mode
Single player
Platform
Mobile (Portrait Orientation)
Game Screenshots

See it in action

Core Gameplay Mechanics

How it plays

M/01

Swap-to-Match Puzzle Board

Players swap two adjacent pieces to line up three or more of the same treasure. Each valid match damages board obstacles and connected tower pieces above.

M/02

Tower Attack Levels

Levels contain enemy towers and castles built into the board. Match pieces adjacent to a tower to smash bricks off it; clear all towers to win.

M/03

Booster & Power-Up Crafting

Matching four in a row spawns a rocket, five spawns a colour-bomb, and L/T shapes spawn TNT. Combining boosters triggers cascading chain reactions across the board.

M/04

Meta Kingdom Restoration

Levels award coins and potions used to rebuild districts on a world map — gardens, statues, parliament, castle wings — creating a satisfying reason to keep solving.

M/05

Signature Bosses & Obstacles

Themed obstacles like ivy, snow and cages, plus boss encounters such as a giant golem, force players to plan combos and target specific board areas.

M/06

Move-Limit Puzzle Design

Every level has a strict move budget, so players must balance clearing objectives with feeding boosters instead of random swaps.

M/07

Live Events & Kingdom Pass

Rotating events, tournaments like Champions Arena and a battle-pass style Kingdom Pass reward daily play and keep the meta loop alive.

M/08

Failure Retry & Hint Economy

Failing a level offers rescue extra-moves purchases or a wait-and-retry loop, with an occasional hint on stubborn boards to preserve session length.

Engineering Case Study

Match-three engineered to stay deterministic

01

The Challenge

Match-3 puzzles look simple but demand a deterministic cascade solver, precise-feel swap animations, and a LiveOps event cadence — all while running smoothly through hundreds of interacting boosters and shipping thousands of hand-designed levels.

02

The Approach

The board runs on a deterministic match-and-cascade solver so replays and hint suggestions are reliable. Booster combinations use a compact effect graph rather than nested spawns, keeping frame times flat on 6-way chain reactions. Level configs are hot-swappable JSON so LiveOps can push new districts and events without a store update. Meta progression sits behind a data-driven district tree keyed to potion balances.

03

The Result

Puzzles land with the satisfying pop the genre is built on, boosters chain without hitches, and LiveOps can ship weekly events, tournaments and new districts without pushing new binaries.

DeterministicCascade solver, no drift
60 FPSThrough 6-way chain reactions
LiveOpsJSON hot-swappable events
DistrictsData-driven meta tree
Game Outcome

Shipped and store-ready

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