Spire Siege: Rune Lines
- Developer
- Quokka Labs
- Genre
- Tower defense / drawing
- Released
- October 2026
- Play time
- 5-15 min runs, endless waves
- Controls
- Mouse or touch to draw rune lines and press buttons; keyboard shortcuts for upgrades, spells and runes.
- Platform
- Browser (desktop, mobile, tablet)
A tower defense game where you draw the defense yourself. A lone arcane spire stands in a moonlit forest clearing and fires on its own at goblins, wolves, bats, ogres, skeleton archers and splitting slimes. Drag a finger or the mouse across their path and the stroke becomes a glowing rune line that burns, slows or throws back every monster that crosses it. Ink runs out as you draw and refills with every kill. Each cleared wave deals a rune card beside the field while the fight goes on: Frost Ink slows, Storm Ink throws lightning, Rune Circle turns a closed loop into a blast, and others make lines wider, longer-lasting or cheaper. Coins buy Damage, Speed and Walls on the spot, Frost Nova freezes a crowd, and the Warlord boss every tenth wave hands over the Meteor and Thunderstorm spells. When the spire falls, crystals buy permanent Workshop upgrades.
How to play
Your spire fires on its own at the nearest monster in range. Drag across the field to draw a rune line in front of the monsters: every monster that touches it gets hurt and pushed back. Drawing spends ink from the gauge beside the field, kills refill it, and each line fades after a few seconds. Spend coins from kills on Damage, Speed or Walls, and cast Frost Nova when the crowd reaches the spire. Each cleared wave adds a rune card to the row beside the field; pick one whenever you like, the fight keeps going. Close a loop once you have Rune Circle to blast everything inside it. Defeat the Warlord on wave 10 to unlock Meteor, and a second Warlord to unlock Thunderstorm. When the spire falls, spend crystals in the Workshop, then defend again.
Controls
Drag on the field with the mouse or a finger to draw rune lines. Click or tap the upgrade, ink, spell and rune buttons. Keys: 1, 2 and 3 buy Damage, Speed and Walls, 4 to 7 pick a rune card, Q or Space casts Frost Nova, W casts Meteor, E casts Thunderstorm, F toggles 2x speed, P pauses.
Tips and strategy
- Draw lines a short way in front of the monsters, across their path. A line they walk into holds them back while it burns them.
- Short lines are cheap. Ink comes back with every kill, so a few small strokes beat one long one.
- Take Frost Ink from the first rune row: frost lines slow everything that crosses them, which gives the spire's bolts time to work.
- Rune Circle plus Frost Ink makes Frozen Circle: closing a loop around a crowd freezes it as well as blasting it.
- Even a run that ends early pays crystals for every wave you cleared, so Spire Power and Fortify in the Workshop are worth buying first.
Spire Siege: Rune Lines FAQ
How do rune lines work in Spire Siege: Rune Lines?
Drag across the field to draw one. Every monster that touches the line takes damage and, for arcane lines, is pushed back. Lines cost ink from the gauge beside the field, kills refill it, and each line fades after a few seconds. Rune cards add frost and storm ink, closed-loop blasts, wider and longer-lasting lines.
Do I keep anything when the spire falls?
Yes. Every run pays out crystals based on the waves you cleared plus a bonus for each Warlord you defeated. Crystals buy permanent Workshop upgrades for every future run.
How do I unlock Meteor and Thunderstorm?
Defeat the Warlord boss. It arrives every tenth wave; the first one you beat unlocks Meteor and the second unlocks Thunderstorm, for this run and every run after.
Privacy and saves
No account is needed. Crystals, Workshop upgrades, unlocked spells and your best wave are saved only in this browser's local storage. In-game ads are served by Google AdSense, which may use cookies; see the Quokka Games privacy policy.
A Quokka Labs original browser game · Free to play · No download









