Axie Bastion

Every town has a soul.
Something wants it out.

A tower defence on Lunacia. Your Axies are the walls, the forest is the horde, and the village keeps a record of how long you held.

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Twelve house Axies for everyone Bring your own from Ronin Three grounds, live matches
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The story

In the heart of Lunacia, every town has a soul.

Deep beneath the streets of each Axie settlement lies a crystal known as the Axie Core.

The crystal on its plinth in the middle of the village, daylight, the cottages around it
I · The Core

For generations, the Core has protected the town.

Its energy flows through the land, nourishing the homes, powering ancient structures, and giving life to the Axies who call Lunacia home.

But the Core's light can be seen from far beyond the town walls.

And something has noticed.

Wolves, slimes and treants coming down the road out of the forest toward the village
II · The omen

From the wilds surrounding Lunacia, creatures begin to emerge.

At first, they come in small numbers. Then the attacks grow stronger. Waves of enemies descend upon the town, drawn by the energy of the Core.

The Axies have no choice. They must defend their home.

The Axies gathered around the shaman's table, taking up the call
III · The Watch

A small group of brave Axies takes up the call.

Warriors, defenders, ranged fighters and specialists gather around the Core and prepare for the coming waves.

They build defenses. They strengthen the town. They fight together.

And with every attack, they discover that the enemy is becoming stronger.

The village at night, the road in, the watchtower standing over it
IV · The truth

The attacks aren't random.

The Axies eventually realise something terrifying: someone — or something — is deliberately trying to destroy the Cores of Lunacia.

And if the Core falls, the town falls with it.

The village gate: a palisade of sharpened stakes, banners over the road, Axies walking out
V · The Bastion

So the Axies transform their towns into Bastions.

Fortified strongholds, built around the most precious thing they have.

The Watch takes the stumps. Stones are raised on the road. The crystal learns to shoot back. And the village keeps a record of every hold, so the next town knows how long the line can be held.

The Core must survive.
The Bastion must hold.
Lunacia must stand.
Gameplay

Ten stumps, a hero, one road. Every wave stronger than the last.

Place your Watch on the stumps, walk your hero into the fight, and spend what the forest pays you before the next horn.

Hold the lineopens the game
The village The village square: the Watch on its stumps, the crystal on its dais, and the doors to every fight
The Clearing: a wave walking down the road into the Watch
The ClearingTen stumps, a hero and a straight road. Endless waves, solo or live.
The Coliseum floor
The ColiseumTen hexagons, two bending roads and no hero. Its own queue and its own board.
The road north: the stops along the way, each with its picture
The road northThe story: ten stops, each a different fight, all the way to the den under the mountain.
🛡️

The Watch

Twelve house Axies, free, plus your own from Ronin. Class, parts and body decide what each one does — the team you pick is the build you play.

🔗

Six faces, one connection

Every Axie has six faces, one per part. Two Axies on touching stumps meet face to face, and when the two parts that meet share a class they connect. The ladder climbs to six of one class on one Axie.

🦄

Thirty-six horns

The hero's horn is its ability, and every real Axie horn does something of its own. Small horns are cheap and constant; big ones are slow and decisive.

🌒

Weekly afflictions

Three every week, the same three for everybody: one on a kind of Axie, one on the world, one on your side. A run keeps the week it began in.

🗿

Standing stones

Every stone is minted from three parts — a head for the Axies, a middle for the town, a base that works over the fence — out of eighteen. They stand on the plots, level with moonshards, and in a match the village over the fence can hex them off their plot.

🌳

The standing tree

Forty nodes per class — real parts, bodies and a capstone — across six branches, and a seventh, RAID, for everything you send over the fence. Server-owned, so the build you grow is the build you keep.

💀

Bosses that cast

A boss stops, marks your Axies and winds up: it kills, freezes, roots or poisons whoever is still there. Move them in time, stun it mid-cast, or pay to cleanse them.

👑

Elites

From the third wave the horde brings elites: bigger, tougher, and each one throws its kind's buff over the monsters round it — haste, fury, bulwark, mend, vigor or ward. Over the fence you can send them too.

💠

Runes & charms

The road drops them for the Watch to wear: a rune per Axie and a charm per part, of its class or neutral for anybody. Epic and mystic ones shine and add speed, reach or health; the forge stars them up.

🏆

Tournaments

Brackets of villages with a prize in dust. The creator picks the ground, the series, a level cap and what is allowed, and before each game both sides ban and pick the afflictions.

🏅

Deeds & titles

Thirty-five things worth doing. Thirteen carry a title, and a worn title changes a number the fight reads.

💎

The crystal fights back

Level it with moonshards, up to six: more life, more damage, a shield at three and rapid fire at six.

🎁

Seven days of welcome

A new village gets one gift a day for seven days: emotes, tree experience and two crystal skins. Once per account, and a missed day does not reset it.

⚔️

Over the fence

Live matches against another village: send monsters — or elites — at their road, and steal the runes that hex their stones.

🔒

Replayable, provable

The whole fight is a deterministic simulation. Two clients agree to the tick, and a record on the board can be replayed.

Grounds & doors

Three grounds. Four ways to fight on them.

The same Core, the same Watch, the same week. What changes is the shape of the floor and who is on the other side of it.

The first groundThe Clearing: the Watch on its stumps beside the road

The Clearing

Ten stumps in three rows beside a straight road and a hero that walks among them: you steer it, it fights where you put it, and its horn is its ability.

  • 10 stumps
  • A hero
  • Endless waves
  • Berries & moonshards
The Coliseum: ten hexagons in a honeycomb on a round floor

The Coliseum

A round floor with two roads bending around it and ten hexagons in a honeycomb at its middle. There is no hero here: there is the whole Watch and how you arrange it. Mavis fetches what the horde leaves. Its own queue, its own rating and its own board of holds.

  • 10 hexagons
  • No hero
  • Two roads
  • Where six connections are reached
NewA village day on the road north: the farms, the road house and the Watch on the stumps beside them

The road north

The story, seen from above. Houses that work while an Axie stands beside them, a forge that turns wood and stone into stones and items, walkers who go out to hold the road, and nights where only what the torches light can be seen.

  • 10 stops
  • Houses & a forge
  • Torchlit nights
  • Someone joins at each
Defend
You against the forest

A solo run on the Clearing or the Coliseum, or the next stop of the story. Hold as long as you can; the village writes down how far you got.

Fight
Village against village, live

Matched by rating on the ground you choose. You both hold the same week, and you send monsters at each other's road.

Practice
Puddleford, which never sleeps

The bot village, to try a build with nothing at stake. It is also what you play when the connection goes.

The road north
Ten stops, one story

The campaign: five days in the village learning the houses, the forge and the night, then five up the road north — the pond, the ruins, the high pass, the peak — to the den under the mountain, where the werewolf is waiting.

Last stop · The Den The Den: the werewolf's cave under the mountain, the Watch on its stumps and the horde coming out of the dark
Skins

The same village, dressed your way.

The crystal, the stumps and the whole village have skins you earn by playing: on the season's free track and in the welcome gift. They only change how it looks — no skin touches a number the fight reads.

The village square as it comes: green grass, thatched cottages and the blue crystal over its dais
As it comesGreen grass, thatched roofs and the old blue crystal over its dais.
The same square with the Winter Village and the Deep Core: snow on every roof and stump, and a purple crystal over the frosted dais
The Winter Village & the Deep CoreSnow on every roof and stump, a frosted dais, and a purple crystal above it.
The crystal
Five Cores

Each drawn whole, with its own shards circling it: in the square, on the road and at every stop.

The stumps
Five pedestals

Where the Watch stands: mossed stones, frozen pools, horned drums, rune stones and more.

The village
Four towns

Slate roofs, golden thatch, grey stone — or the whole village under snow, which is the season track's final reward.

The guide

How it all works.

The same guide the village keeps in the game, read from the rules themselves — so every number here is the number the fight uses.

Open in the game

Loading the guide…

Generated from the game at build time. If it disagrees with the game, the game is wrong — and it can't.

Our vision

A tower defence where the Axies are the point.

Most games with NFTs in them are a game with a wallet bolted on. Bastion is built the other way round: the Axie you own is the piece you play, and what it does on the road is decided by what it actually is — its class, its parts, its body. Nothing about it is a picture on a card.

Free first

Everyone gets a Watch

Twelve house Axies for anyone who opens the page, and seven days of gifts for a new village. A wallet adds your own; it never gates the game. Nothing is for sale yet, and the season's paid row is empty until there is.

Your Axies, exactly

The part is the mechanic

Thirty-six horns, forty nodes per class in the standing tree, six class groups that feed each other, and face-to-face connections that ladder to six. Choosing an Axie is choosing a build, and the marketplace becomes a shop for strategies.

A living forest

Something new every Monday

Weekly afflictions change what the forest does to everybody at once, so the best team is never the same team twice — and every record on the leaderboard says which week it was set in.

Fair by construction

Provable results

A deterministic simulation, server-owned progression and replayable runs. A record on the board is a claim that can be checked, not a number a client reported.

Now
Three grounds and tournaments
Solo and live runs on the Clearing and the Coliseum, all ten story stops, bosses that cast and elites, runes and charms, tournaments, the tree, the deeds, the afflictions, and seasons with dust and RON prizes.
Next
Your land, your Bastion
Lunacia plots become the ground you defend, with the terrain shaping the road.
Then
Beyond the mountain
The road does not end at the wolf's den, it has only been walked that far. More forest, more chimeras, and more stops on the far side of the mountain.
Later
The season pass
A season pass worth paying for: the second line opened for RON.

The line is drawn. Stand on it.

No download. No wallet needed to start. The Watch is waiting on the stumps.

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