
Prism Defense
Draw, merge, turn the tide
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Free
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About
Draw, merge, turn the tide.
Every run starts with a different board. Draw a random tower onto a random slot, then merge matching towers to make one stronger. The catch: it rerolls into a new type. The real skill is making the board you get work.
One clever merge can unlock the answer you need. One rushed merge can leave a lane open. Move towers into better coverage, sell the pieces that do not fit, or call the next wave early for extra gold when you are ready to take the risk.
Turn trouble into a target
Healers restore their pack, splitters leave two children behind, and shields block hits instead of damage. Set each tower type to FIRST, STRONG, or SPECIAL to take down the threat that matters now.
The pressure never lets up
Enemies grow stronger every wave. Every fifth wave brings a boss that rewards you with bonus gold at HP milestones, then calls escorts when its health is halved.
A fresh challenge every day
Daily Challenge gives every player the same seed. Try a new board, beat your best, and share the result when the run is over.
New to the defense?
A short first-game guide shows you how to draw, merge, move, swap, and choose your strategy. You can always check How to Play later.
5 towers, 7 tiers
- Laser — rapid beams at the front-runner.
- Cannon — slow shells with splash damage.
- Frost — chills the target and nearby enemies, slowing them.
- Sniper — reaches anywhere on the board, for heavy damage.
- Volt — lightning that chains between enemies.
Neon vector graphics, in English and Korean. Earned Prisms and cosmetic palettes are saved safely on your device.
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What's New in Prism Defense
1.4.0
September 7, 2026
Prism Defense 1.4.0 - Learn the route, DRAW, merging, tower selection, and Strategy on a dedicated practice board. - First-time tips explain towers, special enemies, merge streaks, LV2 draws, STACK, 2x speed, and targeting. - A combat-value arcade score now appears during runs and in results. - Tower details show how special effects scale by tier. - SPECIAL now targets bosses, then healers and splitters. - In-run guidance no longer overlaps controls on short layouts. - A palette selected before Retry now applies to the next run.
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