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Bridge Wars

By Leetdom · 2026

Play:

Touch: tap Ignite to start; tap one of the Guard, Range, or Rush cards to deploy; tap the advancement bar when its lore and ember costs are ready; tap Tune to buy Forge, Ward, or Arms upgrades; use the sound and pause buttons at the top; after victory or defeat, one tap starts a new duel · Keyboard: Enter or Space starts, resumes, and retries; 1/2/3 deploy Guard, Range, and Rush units; E advances an age; U opens or closes tuning; P or Escape pauses; M mutes; R restarts; mouse clicks work on every canvas control

About:

Bridge Wars is an original advancing-era lane strategy game in the spirit of the 2000s Flash classics, made in-house for Leetdom. The Hearthbound and the Gloam Assembly face one another across a suspended coil-bridge. Ember accumulates continuously and falls from defeated rivals; lore rises with time and combat. Spend ember to deploy from a three-way counter triangle: Guards withstand Rush units, Range units pierce Guards, and Rush units hunt Range units. A supply cap and short gathering cooldown make the order of a formation matter. Each sky-forge also fires on nearby threats, so a pushed-back player can recover without making defence automatic.

A duel moves through four original ages—Emberwood, Brasscurrent, Stormglass, and Sunvault. Advancement costs both lore and ember, refreshes the roster, and partially restores the hearth, creating a choice between fielding another unit now or banking for a stronger age. Forge tuning improves income, Ward tuning expands the hearth and strengthens its turret, and Arms tuning improves every future unit. The Gloam AI watches the current formation, answers its dominant role, chooses upgrades under pressure, and advances through the same economy. Calm, Bright, and Fierce routes adjust its tempo. Local victories, best time, highest age, difficulty, mute state, and earned banner designs are saved safely on the device.

All factions, ages, units, prose, interface art, animation, particles, and audio are original. Every visual is drawn procedurally in canvas and every sound is synthesized with WebAudio. There are no downloaded images, fonts, music, sound effects, analytics, advertisements, or network calls.

Credits:

Made by Leetdom, 2026. Written for Leetdom, and it lives here.

Phone check: 2026-10-02 staging build: 50 deterministic assertions cover seeded repeatability, economy, cooldowns, supply, all counter relationships, kill rewards, all three upgrade paths, all four ages, adaptive AI, both outcomes, and 18 complete multi-seed matches. Serialized Chromium verifies real touch at 390x844 and live 844x390 landscape, mouse and keyboard at 1280x800, touch deployment/upgrades/advancement, visibility pause, blocked localStorage, victory, defeat, one-tap restart, saved wins, zero console/page errors, and zero failed or external requests. Offline 20-second WebAudio renders measure full-mix peak -15.0 dBFS, effects RMS -39.2 dBFS, music RMS -53.3 dBFS (14.2 dB below effects), with 81.0% true silence in the effects-only render. Title, battle, tuning, pause, win, portrait, landscape, desktop, and final 360x270 tile captures were visually inspected.

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