Marrow March

Press kit

Everything you need to write about Marrow March. For anything else, write to marrowmarch@gmail.com.

Factsheet

GameMarrow March
DeveloperEnes (independent, solo)
GenreIncremental / idle tower defense with a prestige layer
PlatformDesktop web browsers (Chrome, Edge, Firefox, Safari)
PriceFree
StatusEarly Access 0.5: Ages I to V are playable now, and Ages VI to X arrive in later updates on the way to 1.0. It is open to everyone, free in your browser.
LanguagesEnglish
PlayersSingle-player
Size10 ages (5 in Early Access), 20 assaults each, 6 soldiers, 13 kinds of the dead, 100 permanent upgrades in 205 steps, 30 stars in the prestige sky
Built withPhaser 3 and TypeScript; characters modelled procedurally in Blender
Current versionv0.5.17
Playhttps://play.marrowmarch.com/
EmbedOne line of HTML puts the game on any site: https://marrowmarch.com/play/
Websitehttps://marrowmarch.com
Contactmarrowmarch@gmail.com

In one sentence

Marrow March is a free incremental tower defense game for the desktop browser. You hold the last wall against a skeleton horde; every fall grows the Essence Tree, and a whole tree lets your commander rise into the Ancestral Sky while an heir takes the wall, stronger.

In two paragraphs

Every night the dead march on the last wall. In Marrow March you are its commander: you place archers, wizards, catapults, windcallers, shamans and ballistas on the field, train them with gold, and hold the line through assault after assault, with traps on the field and guns on the wall.

Losing is the loop. When the wall falls, the fall pays Essence and the Essence Tree opens: 100permanent upgrades in 6 disciplines, and the next run begins on the assault that broke you. Grow the whole tree and your commander rises into the Ancestral Sky, where Legacy lights 30 stars of the ancestors, and an heir takes the wall stronger. It is made by one developer, Enes, and plays free in the browser.

Features

  • A tower defense where the towers are soldiers you place, train, promote and teach skills.
  • Every fall grows the Essence Tree: the run ends, and the next begins where the wall broke.
  • A whole tree opens the Ancestral Sky: 30 stars in 10 layers, lit with Legacy, and an heir for every line.
  • The Inner Ward moves the fight to the road behind the wall: the portcullis, boiling oil, the drawbridge and the sea gates.
  • 10 ages, each with its own sky, its own host and a lord of the dead at its end; 5 in Early Access.
  • AUTO for idle play, from the Messenger's stars.
  • Free, in the browser, no account.

Logo and icon

Marrow March logo: the shield and the name
Logo, 1429×300 PNG, transparent
Marrow March icon: a castle gate on a shield
Icon, 512×512 PNG
Marrow March banner
Banner, 1200×630 JPEG

Screenshots

Straight from the game, 1920×1080. Click one for the full-size JPEG.

The Marrow March title screen, marked Early Access: “The dead march west. The wall does not move.”
The dead march west. The wall does not move.
Marrow March at dusk: archers, wizards, shamans and catapults hold the field before the wall while a skeleton horde breaks on fire and frost.
Dusk on the field: fire, frost and the whole line firing.
A storm at night in Marrow March: a great host of skeletons, hounds and shield bearers marches on the wall under its guns.
Night and a storm: the host at its thickest.
Blocks of the Bone Levy march in step across the field at dawn in Marrow March, into the fire of the line.
The Bone Levy comes in ranks, and in step.
Graves break open across the field in Marrow March, and skeletons climb out of them at dusk.
The graves open: the dead that do not use the road.
A Bone Colossus walks into fire and frost before the wall in Marrow March, its bar at the top of the screen.
A Bone Colossus, one of the lords of the dead.
The wall is breached in Marrow March: the horde pours through the gate onto the causeway, where soldiers hold the road at night.
With the Inner Ward, a breach moves the fight onto the road behind the wall.
The line up close in Marrow March: longbowmen, a pyromancer, a frost mage and shamans on the field, the guns of the wall behind them.
Twelve promotions: every soldier wears what it became.
The March, the campaign map of Marrow March: Age V, The Hunt, twenty assaults along a winding road, and Ages VI to X beyond.
The March: ten ages of twenty assaults; five are open in Early Access.
The Marrow March Essence Tree grown wide: six disciplines of permanent upgrades opening outward from the heart.
The Essence Tree grows each time the wall falls.
The Ancestral Sky in Marrow March: three lanes of lit stars climbing from the night sky into the void.
The Ancestral Sky: thirty stars of the ancestors, lit with Legacy.
The fall screen in Marrow March: the city has fallen, and the essence it earned counts up for the Essence Tree.
A fall counts what you did, and the tree grows from it.

Clips

The teaser:1920×1080 MP4 or1280×720 MP4. Below, gameplay recorded frame by frame from the game at 2560×1440, no sound. Click one for the MP4.

An assault at dusk, the whole field (1920×1080, 6 s).
An assault at dusk, the whole field (1920×1080, 6 s).
A breach at night: the horde pours onto the road (1920×1080, 5 s).
A breach at night: the horde pours onto the road (1920×1080, 5 s).
The graves open and the dead climb out (1280×720, 4.5 s).
The graves open and the dead climb out (1280×720, 4.5 s).
The Bone Levy marches in step at dawn (1280×720, 5 s).
The Bone Levy marches in step at dawn (1280×720, 5 s).
A Bone Colossus in fire and frost (1280×720, 4 s).
A Bone Colossus in fire and frost (1280×720, 4 s).
Fire, frost and the line, up close (1280×720, 6 s).
Fire, frost and the line, up close (1280×720, 6 s).

Covers

Key art with the name, for stores and articles:1920×1080 ·800×1200 ·800×800 ·630×500.

Credits

  • Design, code and art: Enes. Every body, wall, house and artifact is modelled and rendered in Blender for the game.
  • Sound and music: every effect, the ambience and the drums and choirs under the siege were made for the game with ElevenLabs sound effects.
  • Typefaces: Grenze and Grenze Gotisch by Omnibus-Type (the chronicle look), Silkscreen by Jason Kottke (the classic look), and Crimson Pro on this site; all SIL Open Font License.