Hearthguard
Game app · from our videos on X
Hearthguard is a 3D tower defense game: drag to move your hero through a river of hundreds of red soldiers marching on your keep, scoop up the gold they drop before it expires, and spend it on towers that rise out of build plots along the path. Pick a Knight, Ranger or Berserker and a valley (snowy Frostpine Pass, Autumn Hollow or the lava-cracked Cinder Crossroads, plus Endless), take upgrade cards between waves, and hold off siege rams and the warlord to save the vale.
- iPhone · Swift
- Built in 18 prompts
- Free to remix

Remix copies the working app into your account for free, exactly as we built it. It runs in Vibecode's cloud iOS simulator, in your browser.
Watch the video on X@anshnanda · Oct 8, 2026The prompt that builds it
We built Hearthguard in 18 prompts. Here they are folded into one, so a single paste into a new app builds the finished version.
Prompt · 381 words
Build a polished 3D tower defense game for iPhone in SwiftUI and SceneKit, like the tower defense game in the Kingshot ads, using only original names and art. Call it Hearthguard: Defend Brightwater Keep. A close, tilted camera follows my hero over a winding sandy path through deep green grass, between smooth dark stone cliffs with crisp snow caps and small snowy pines, up to my wooden keep at the top (stilted porch, stairs, crates, a lamp post). A dense river of hundreds of small, round, chunky red helmeted soldiers marches down the path in waves, with big brutes, siege rams and a warlord boss. I drag anywhere to move my hero, who automatically swings at enemies nearby. Every kill scatters shiny 3D gold coins on the path where the enemy fell; walking through them flies them to the coin counter in the top right, and coins I leave start flashing faster and faster, then expire. Dashed build plots beside the path show a price: standing on one pours in coins and a tower rises out of the ground in a puff of dust (crossbow on a stone pillar, cannon, flame, frost and storm), and standing again upgrades it. Show the wave and the keep's health as numbers in the top left. Warm sunlight, strong soft shadows and juicy hit effects. Game design: before each run I pick a hero (Knight, Ranger, Berserker, each with distinct stats and a real fighting style) and a valley. Three campaigns that each feel different in layout, path, hazards and towers, not just new scenery (snowy Frostpine Pass, Autumn Hollow and the lava-cracked Cinder Crossroads), plus an Endless mode. Aim for a 6-7/10 difficulty with several enemy types. Offer upgrade cards every few waves, give a 30-second break between waves with a Skip button, and let the hero go down for a few seconds instead of losing outright. After the last wave night falls (lanterns, glowing windows) on a Vale Saved summary; lose the keep and show Keep Fallen. Add a rich title screen and battle setup screen, a satisfying Nintendo-style coin pickup sound, sound effects, light background music for each valley, and an app icon. It must look like a top-grossing mobile game and stay at 60 fps with hundreds of enemies on screen.
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