A competitive maze tower-defense where you don't defend a fixed lane. You build the maze enemies are forced to walk, then out-build, out-route, and out-send a live rival. 15 bespoke races, branching upgrades, fast ~10-minute matches.
Watch the trailer ▶·Wishlisting genuinely helps a solo dev launch.
Most tower defense puts enemies on a fixed track. Maul Tactics hands you an open grid and makes every tower a wall. Snake the route back on itself and a ten-tile dash becomes a forty-tile death march through your killbox. The longer the maze, the harder they fall.
It is the whole game: the maze is the mechanic. Then you face a second board — a real opponent building theirs, sending creeps at yours. Out-build them and you win.
You don't just place towers, you draw the path. Every wall forces creeps deeper into your killbox. The map is an open grid; the maze is yours, and it is the whole game.
Every race is a different way to think, not a paint job. Mire's venom DoT, Devourer's growing damage, Arclight's chain lightning. Seven towers each, all with signature mechanics.
Every tower forks three ways at tier III. The depth lives in the second-order choices: adjacency, status stacks, route forcing, send timing. Specialize, don't just upgrade.
Climb the Gauntlet, a ladder of ten named AI rivals. Outlast escalating waves in Wave Survivor. Or duel a friend 1v1 online, server-verified and in sync to the tick.















Maul Tactics is built by one person, GRANT_WORKS. The 15 races, the original AI, the lockstep netcode that keeps 1v1 matches in sync to the tick, the art, all of it. No publisher, no roadmap by committee. Just the competitive maze TD I always wanted to exist, built in the open with the people who play it.
Wishlist now and Steam pings you the moment Maul Tactics launches. Want the demo drop and devlogs too? Drop your email below.