App Intel

Arcfence: tower defense Live

RNG Dev19 apps · 273 installsStrategyFreeIn-app purchases: $0.99 - $1.99 per itemcom.rngdev.arcfence

The piece you place is the wall. Draw the corridor the enemy has to walk.

Total installs
8
exact · Play shows 5+
Installs / day
~0
est. · lifetime avg over 52 days
Rating
—★
— ratings · — reviews
Released
20 Aug 2026
2mo ago
Last update
26 Sept 2026
v1.15.2 · 15d ago
Countries
—
not checked yet

Install history

exact counter from Google Play
7.88.48.99.51010 Oct11 Oct11 Oct
7.88.48.99.51010 Oct11 Oct11 Oct

Installs per day · last 90 days

Not enough history yet — check back tomorrow

Change timeline

No changes recorded yet. We compare every crawl with the previous one and list title, icon, screenshots, description, version, price and availability changes here.

Country availability

Availability has not been checked for this app yet. “Check all countries” looks the app up in about 140 Google Play storefronts and shows where it is live, listed but not installable, or missing — plus any country-specific (custom) store listings.

Top countries

Country data will be available soon.

We estimate where downloads come from using the app’s position in Google Play’s top charts in about 140 countries. This app is not in any chart we have collected yet; the estimate appears as soon as it is.

Top chart positions

Not in any tracked top chart.

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Permissions

4 in 1 group
0 Sensitive0 Notable4 Routine
OtherRoutine4

Access to miscellaneous device features that don't fit other categories

  • Check whether you are online and whether you use Wi-Fi or mobile dataview network connections · ACCESS_NETWORK_STATE
  • Connect to the internet to load content and send datafull network access · INTERNET
  • Make your phone vibratecontrol vibration · VIBRATE
  • Check with Google Play that you got this app legitimatelyGoogle Play license check · com.android.vending.CHECK_LICENSE

Sensitive = can reach personal data, location, camera/mic or act on your behalf. Notable = changes how your device behaves. Routine = normal for almost every app. Source: Google Play's permission list for all versions of this app.

Store listing

Full description
The piece you place is the wall. The enemy's path is born from what you left open. There is no track drawn on the ground. The field opens empty, with rock and a core to defend, and it is your walls that decide where the invader walks: it always takes the shortest way that is left. Drawing a long, winding corridor is the whole game. And here is the rule no other game in the genre has: you CAN seal the passage completely. When you do, the invader stops walking and breaks the piece that seals it. Sealing buys time and costs the wall. It is a real decision, taken mid-wave, with the piece sinking in front of you. SEVEN PIECES, EACH SOLVING A DIFFERENT PROBLEM Wall is cheap, takes a lot of punishment and does not shoot: it is the maze and it is what you sacrifice when you seal. Autogun handles many weak invaders. Mortar hits an area but has a MINIMUM range: it cannot hit what is right next to it, so it must sit back. Laser pierces everything in line, which rewards a straight stretch and fights the serpentine you want to build. Slower deals no damage at all: it brakes, multiplying the time an invader spends under everything else. Workshop sends a drone to repair damaged pieces nearby. Barracks trains soldiers who head down the corridor and fire at the horde early. Each one upgrades to level 3. An upgraded wall gets thicker and survives more biting; an upgraded gun hits harder. And the number of guns per level is capped: the decision is WHICH family and what to upgrade, not filling the field with turrets. YOU SEE THE EFFECT BEFORE SPENDING Hold your finger on a cell and the game tells you how many steps that piece will add to the path, before you pay for it. If the piece diverts nothing, it says so and explains why: a lone wall diverts nothing, so you have to close a line. SIX KINDS OF INVADER And the SAPPER, from the later waves, is the only one that does not respect the corridor: when going around gets expensive, it breaks the wall and goes through. It is what makes the maze something to defend, not just something long. The SHIELDED one carries a shield that only the laser gets through. The GUNNER stops and fires at your guns, and the gun under fire shoots back. Machines, not creatures. The common one comes in numbers. The fast one trades toughness for speed and crosses your range before dying. The heavy one absorbs concentrated damage and walks slowly. EIGHTY LEVELS THAT WERE MEASURED, NOT GUESSED Every level was played start to finish by a simulated player and tuned until it cost the right number of core lives. There are 80 fields, one design per level, in four sectors, each with its own spatial question: PERIMETER (free, 20 levels): where the maze begins. Open field, narrow corridor, two entrances, rock chokepoint, long field, core in the corner, rift and arena. FURNACE: the squeeze. Tight fields, room for few guns, every wall costing double. The question is where NOT to build. OPEN SKY: the flow. Big fields and more than one mouth. Space to spare, time running out. BREACH: the asymmetry. The core is rarely at the end of the axis, and the layout that always worked will not work twice. And when the levels run out, ENDLESS mode keeps going: on a map you have already beaten, the waves never stop and what counts is how long you hold. Four difficulties; the levels were tuned on Normal. NO CATCH No ads. No energy to wait for. No in-game currency, no loot boxes, nothing you can buy to get stronger. The Perimeter sector, with 20 levels, is complete and free: you can play from the tutorial to the end without paying anything. The other three sectors are a one-time purchase and bring only new levels, all measured as beatable. No account needed. The game only talks to Google Play: to check and make purchases and, just once, to ask for a review. Six languages. Landscape, with the piece panel on the side. Single player. Plays with no internet. RNG Desenvolvimento · [email protected]

What's new

Text fixes. The wave count now agrees in the plural in Portuguese, Spanish, French and Italian. In French, the settings gain the space before ":" and "%", and "120 images" becomes "120 images/s". Your progress stays as it was.

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