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Far Anchor · Published by Far Anchor
Last updated 29 Sept 2026
A dead king's procession marches home, waking graves — stand in its way. 1-4 player co-op survival tower-defense roguelite: build by day, hold the keep together by night. Every corpse hides an ember stolen from the sun — hold until dawn and it burns to ash. Fail, and the night wins.
Action, Indie, Strategy · 2026 · More free games
About this game
Build by day. Hold the line by night.
Day gives way to night, and night to day. By day you split up to gather, scout and build — raise palisades, arrow towers and campfires while the light lasts; resources are scarce, and every wall is a choice. By night the horde closes in, and you fall back to the line and hold it shoulder to shoulder. The captain doesn't wait in the rear — he fights at the front; the militia fights on its own, and you carry a single horn — the Assault Order — for the moment the whole line must surge.Hold until dawn, and the night is yours.
Inside every corpse smolders an ember stolen from the sun — the very fire that keeps it walking in the dark. Hold until sunrise and the light takes it back, inch by inch: the bodies crumble to ash where they stand. If the line holds, you win the night. There is no respite and no retreat — only daybreak, or the dark.Co-op without barriers
Play solo, or stand the watch with up to three friends — invite them straight through Steam and they drop into your vigil. Difficulty scales with the party, and if a defender disconnects, the game pauses automatically so nobody is left behind. No one hides in the back line — warcries, charges, arrow storms and frost orbs all belong to the front: all five classes fight where the militia fights, and the militia looks to you for orders.A roguelite that fights back
Every dawn and every level brings a pick of cards — squad, skills, gear, doctrine — so each vigil can unfold differently. Between battles, shape your force in the keep:- The Armory — named arms and relics in five quality tiers, earned in battle and retained across your account. Build around bonds like the Hearth Oath, the Red-Moon Hunt and the Siege Compact — matched pieces that fight better together.
- Squad Doctrine — choose each militia line's elite branch before the battle: pike wall or halberds, scatter-guns or long rifles.
- Ascension — transform your captain at the Heroes' Altar: Templar, Blood Warlord, Arrowstorm Lord… ten paths across five classes, each with an ultimate of its own.
- Dawn Seals & the Watch Chronicle — earn seals for the nights you survive and spend them on new tactics, fortifications and rewards; every run cuts deeper.
- The Quartermaster — one of dozens of dawn cards: raises your morning supply bonus by 40%.
Every night counts
Keep up to three captains per class, each growing on their own — bring your max-level knight to battle while a friend levels a fresh mage beside you. Even if the keep falls, the progress secured at your last dawn is not lost: it is written into the captain's record. Every vigil, won or lost, leaves you stronger.Nights you will remember
- The Bursting Front — a sleeping colossus of lashed bone wakes on the third night and advances on the gate. Break its siege line, seal the breaches and hold for the relief column — bring it down before it cracks the wall.
- The Blood-Moon Hunt — the horde comes from every direction, and named elites with bounties stalk the dark: hunt them for sealed war-caches, and cut through the pack to rescue besieged survivors who will fight at your side.
- The Last March — the earth splits at the altar, and the king who refused his grave rises to fight you himself.
- The Eternal Night — an endless watch where dawn never truly comes. Climb the Vigil Ranks, claim their boons, and see how many nights your line can hold.
Along the funeral road
Three chapters, a dozen battlegrounds — from a frontier outpost, down a fog-drowned funeral road, to the barrows under the blood moon. Every battleground brings its own horde and its own siege; the story is carried by Holt, your lieutenant, and the survivors you meet along the way (text in English, Traditional Chinese and Simplified Chinese). You will face mourners who sing over their kin and shield them, raiders that vault your walls, and siege engines — plague catapults and bone ballistas.Top-down pixel art, grim folk horror, a blood moon overhead. Gather your squad. Hold until dawn — and finish the funeral the dead began.
Wishlist Unburied — and hold the line until dawn.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10 64-bit
- Processor: Quad-core 2.5 GHz (Intel i5-4460 / AMD Ryzen 3 1200 or better)
- Memory: 8192 MB RAM
- Graphics: OpenGL 3.3 capable, 1 GB VRAM — integrated graphics supported (Intel HD 520 / AMD Vega 8 or better)
- Network: Broadband Internet connection
- Storage: 2 GB available space
Recommended
- OS: Windows 10 / 11 64-bit
- Processor: Quad-core 3.0 GHz (Intel i5-8400 / AMD Ryzen 5 2600 or better)
- Memory: 16384 MB RAM
- Graphics: Dedicated GPU with 2 GB VRAM (GTX 1050 / RX 560 or better)
- Network: Broadband Internet connection
- Storage: 2 GB available space
Supported Languages
Latest news
AnnouncementsOfficial
Two New Outposts, New Cards and Gear — Hold-Ring Defence and a Sharper Endless Mode
Update 1.972 brings two new outposts, new cards and gear, hold-ring defence, and Endless improvements. Three returning outposts also receive adjustments, linking five stops on your vigil; whether you’ve tried the demo or have us wishlisted, gather your squad for another march. Two New Outposts The Felled Woods — Choose a forest route toward Ash Mouth. Footsteps build Commotion; campfires calm it and restore health. Fill the bar and a corpse tide surges along the road. Follow Ash Mouth’s campfire marker, light the fire, hold through the rear-guard countdown, and bring every Captain into the ring behind a semicircular line facing the dead. Night Without Walls — Without palisades, divide your squad among three rings to the north, east, and south. Groups keep coming until dawn, growing larger on nights two and three. Night three brings the Broken Stele General, making nearby dead more dangerous. Ring and following soldiers share one troop limit; visible total and ring counts help you plan deployments. Hold-Ring Defence A new way to hold the night: place soldiers into the rings by day; they lock at nightfall and can be adjusted again at dawn. Ring troops hold and do not chase; only those following their Captain chase. Night Without Walls asks you to split your soldiers among three rings. In Endless the rings stand around the keep, the line grows night after night while the keep still raises soldiers, and the previous dusk previews the next night’s main attack. New Cards and Gear Discover 21 new cards: 15 class play cards and 6 weapon inscriptions. Fan your arrows, damage enemies along your roll, or leave an explosion where you blinked from. Find your way to hold the night. 12 new gear pieces bring the total to 24. Butcher Cleaver strengthens your next strike after a kill; Bonegrip Bracers heal you on melee hits; Pyre Arrows pierce one additional enemy; March Drums speed up soldiers following their Captain. Starting gear comes with an elemental brand, and matching weapons...Read full article on Community Announcements (Mirage)Patch NotesOfficial
Update: Co-op Polish
Co-op Your teammates' soldiers now carry their full combat presence to your screen: arrows and shots in flight, hits landing, melee, and the heavy note of a soldier going down. Addressed a freeze where a player caught in a dialogue moment could be stuck after their teammate finished a card pick, which could also stop upgrade cards from being offered for the rest of the run. Addressed a case where rejoining a co-op run could hand a player the same dawn recruitment card twice. In regular runs, when a captain goes down, both the downed player and their teammates can see the countdown to getting back up. Co-op sync is something we are still watching closely. These are what we have found and addressed so far; if anything still feels off in your run, an F8 report is the fastest way to reach us. Presentation The execution mark over a wounded enemy is now a skull sigil: readable at a glance, and it stays clear of the enemy it marks. Under the hood We built automated co-op tests that exercise both sides of a two-player session, and the suite is still growing.Read full article on Community Announcements (Mirage)Patch NotesOfficial
Patch: Co-op Card Pick Freeze Fix, Plus a Smoother First Hour
Co-op Fixed a co-op freeze that could leave card picks showing "waiting for teammate" for up to 45 seconds even after your teammate had picked. We found this thanks to a player's in-game F8 report — thank you for sending it in. We're continuing to monitor co-op sync closely; if anything still feels off, F8 is the fastest way to reach us. Fixes Knight: element-card rounds no longer count against the dawn recruitment guarantee. Solo: removed the "(30s)" countdown from card picks — solo picks are untimed. Intro cinematic: the game now remembers your skip/watch choice between launches. Briefing flow cleaned up: the map drawer no longer repeats the briefing quote and objectives, and the briefing card button now says "Begin"; a few stale UI elements were also cleared up. Rarity odds are now shown in the Armory. Under the hood F8 feedback and telemetry that can't be sent right away are saved locally and re-sent on a later launch.Read full article on Community Announcements (Mirage)Patch NotesOfficial
Patch Notes: Co-op Fixes, and What Comes After the Last Night
Co-op Fixed: the joining player's squad no longer fails to refill during the day — this is the issue mentioned in the last update, and squads will stop shrinking night by night. The colossus now walks and sounds like it on the joining player's screen. Whoever finishes picking an upgrade first no longer starts moving early; both sides unlock together. The war-prep and blood-moon supply panels now auto-choose after 30 seconds, so one player stepping away no longer stalls the run. Also Fixed the solid yellow circle that sometimes appeared while attacking. Night One's breach has moved to the eastern wall. War Cry and some skill-evolution effects no longer cover the whole screen — the old oversized effect art has been replaced by the new visuals, including when a co-op teammate casts them. Lingering Volley's three damage ticks now line up with when the arrows actually land, and its duration matches the card text. After the last night Finishing the demo's final battle now closes with something quieter. As always, press F8 to send us a report.Read full article on Community Announcements (Mirage)Patch NotesOfficial
Content Update: Endless Goes Deeper, Night One Reworked
v1.960 puts two things front and center: a redesigned pace for Endless Mode, and a full rework of Chapter 1, Night One. Endless now opens in a way that catches you, and your daytime preparation genuinely changes how Night One goes. Endless Mode, Now With Depth We looked at the data: too many Endless runs are over within the first few minutes. This batch rewrites the difficulty curve itself — easing the early stretch and tightening later — alongside changes to how the opening supports you and what the mid-run gives you to do. A rewritten difficulty curve: enemy pressure through the first eight nights is noticeably lighter, with lull supplies and levelling speed raised to match; from night nine on, it tightens gradually. A smoother opening: for the first five minutes — and no later than night two — enemy variety stays narrow and elites hold back, and you get a pick before the first wave, with at least one option guaranteed to fit your class core. A milestone event every five minutes, rotating through four kinds: extra picks, telegraphed enemy variants, supply choices, and elite pressure waves — each telegraphed ahead by a countdown on the HUD. The death screen is reworked: survival time, milestones cleared, your personal best, a build summary, and a suggestion for next run, all in one place. Chapter 1, Night One — Reworked Night One's pacing has been rebuilt. A breach event: a decayed stretch of wall is marked during the day, and that night it comes under focused attack — repair it and it holds; leave it and it breaks. Your preparation changes the outcome. A second synergy pick at the first dawn follows through on your opening card, helping your build take shape before the next cycle begins. The victory screen is reworked too: a one-line build summary and a clearer path forward. The wall itself got new art — the decayed span now shows real damage. What's Next: The Vigil Moves On Night One is only the beginning. From there the vigil presses on — through woodland burned...Read full article on Community Announcements (Mirage)






