Cloudspire is 1-4 player strategy game heavily influenced by both tower defense and MOBA (Multiplayer Online Battle Arena) games. Solo and Cooperative play are driven by a scenario book that chronicles the story of the game from the perspective of each individual faction. Players control one of four unique factions in a battle to destroy and steal source energy from their opponents. Send and defend against armies and minions, build towers to protect your base, and explore with your heroes in search of resources and powerful Relics to turn the tide of battle.
Taking place in the floating realm of Ankar, Cloudspire tells the story of a war to acquire a powerful and rare energy known only as "the source." Every race has their own unique units and heroes as well as the ability to bid and draft mercenaries for hire.
Armies are placed either individually or in stacks to conceal powerful units until the last possible moments. Heroes, in the meantime, are controlled individually and may join the tide of battle or choose to explore points of interest in search of numerous resources. Meanwhile, the event deck regularly changes the terms of the fight, making every wave exciting and unpredictable.
As armies and minions approach opposing bases, they'll need to contend with Spires - powerful defense towers that can be built around the board. Fight for control of build sites and acquire new spire schematics to build an impenetrable defense and hold off the enemy. Upgrade your home base to unlock new strategies and abilities. Level up your heroes and lead your armies into battle with advanced and upgraded skills!
—description from the publisher
- Hybrid solo and multiplayer dynamics
- Strong for two-player co-op style play when planning together
- Complex rules and heavy components
- Rule learning curve could be steep for newcomers
- Skirmish combat, engine-building
- Competitive sci-fi/ fantasy city-building on a floating world
- Strategic and modular with variable maps
Mechanics (from transcript analysis)
- area-control / faction-based play — Players control factions on a modular map and build engines
- solo/multiplayer co-play — Solitaire and two-player co-op modes exist, emphasizing collaboration in some formats
Video topics + discussion points
Quotes (from this video)
- "Loving it, absolutely loving it"
- "I think Jaws of the Lion is a better all-round put together package"
- "it's one of the most complicated games out there; the learning curve is huge"
- "I rate the game I think like a 9.5 out of 10"
- "we played Star Wars Imperial Assault all day"
References (from this video)
- Massive content with modular expansions
- High-quality components and attractive production values
- Deep strategic potential with multiple factions
- Solid campaign-style options for solo and cooperative play
- Learning curve can be steep; rules evolve from previews to final product
- Tall spires and dense components may require careful setup and space
- Complexity may be off-putting to casual gamers
- Fortress upgrades, spire battles, faction-driven asymmetry, and landscape modification
- Tower-defense style conflict in a fantasy/sci-fi setting with floating fortresses, factions, and terraforming elements
- Array
- Too Many Bones
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is a tower defense king played competitively three four players can play solo against some AI as well
- There's tons of stuff here and isn't the artwork fabulous
- I know a lot of people were commenting oh it doesn't look great but how can you say that, look at it, it does look great
- Solid gameplay hours of strategy
References (from this video)
- Massive variety due to mercenary options and upgrade paths
- Distinct island fortress motif with deep drafting and market interaction
- Strong thematic identity for the Uprising faction with synergistic traits
- Potential for high strategic depth and dynamic play around way gates and landmarks
- Notable complexity; steep learning curve for new players
- Lots of moving parts can lead to analysis paralysis during drafting and setup
- Requires multiple components and clear reference sheets for smooth play
- Asymmetric faction-based conquest and fortress-building with modular terrain and evolving capabilities.
- A planar, multi-archipelago environment where factions vie for control through mercenaries, gates, and towers.
- Tactical, crunchy, and flavor-rich with emphasis on unique faction identities and upgrade paths.
Mechanics (from transcript analysis)
- Covert Ops (Level 1-3 upgrades) — Low- and mid-risk special actions that grant rewards via targeted unit defeats and positional play.
- Draft Market Phase — A new zero-cost draft phase where players can select from market options up to three times, with the option to refresh the market.
- Market and Barracks Integration — Mercenaries and equipment purchased from the market go to the barracks, forming the core of a mercenary-led faction.
- Morale Die (Captain's Cabin) — A morale counter that increases CP when advancing or defeating units; fluctuates with combat and prep-phase actions.
- Unrevealed Landmarks and Hazards — Lookout range and landmark interactions provide combat and strategy leverage, with rewards tied to activation and discovery.
- Way Gates and Fortress Gate — An island fortress mechanic using four-way gate chips; gates and unrevealed landmarks interact with fortress positioning and defense.
Video topics + discussion points
Quotes (from this video)
- two new factions the uprising and horizons wrath
- you can purchase from the market it's zero cost
- four-way gate chips during setup
- you can pull up the plank
- the fortress is like an island it's not attached to the mainland
- you tick this die up by one by going to a maximum 5
References (from this video)
- Deep, tactical decision space with meaningful choices on promotion, upgrades, and terrain control
- Promoted/unpromoted unit mechanic adds a dynamic layer and risk management
- Rich macro strategy through landmark exploration and path control
- The upgrade and build options provide varied play styles and long-term planning
- High complexity and potentially steep learning curve for new players
- Certain enemy units (e.g., nitrous) introduce challenging mechanics that can strain resource management
- Tempo can be unforgiving if landmarks and terrain locks slow progress
- Tower-defense/territory control with modular tiles and light fantasy/sci-fi flavor.
- Modular, hex-based arena where factions build fortifications and summons to defend against waves of enemies on a multi-tier map.
- Procedural, wave-based campaign-style with evolving board state and landmark discovery.
- Taproot (referenced in transcript)
- Grove Tender (referenced)
- Wall Briar Vine Herald (referenced)
Mechanics (from transcript analysis)
- Defender-centric victory conditions — Defeat waves while maintaining fortress integrity; the game ends when the fortress falls or waves are cleared
- Exploration and landmark discovery — Players explore to reveal landmarks that unlock new build options or abilities
- Guardians and minions interaction — Cards like nitrous/evangelists with special abilities that affect adjacent units and source flow
- Resource/income management via Source wells and income phase — Players manage 'source' resources to fuel plays and upgrades, with income variations per round
- Special builds and upgrades — A robust upgrade system (sharpeners, retools, sacred grove, creeping vines) to strengthen fortress and minions
- Summon and promote mechanics — Certain units have promoted and unpromoted sides; promotion changes stats and interactions with other summons
- Teleportation/landmark traversal via Riftwalk — Gate ports and rift walk abilities to reposition forces across the map
- Terrain and tile placement — Terrain tiles affect movement, range, and influence; landmarks and spires alter the strategic layout
- Wave-based enemy assault — Each round introduces a new wave of enemies that the players must hold off using units, upgrades, and terrain
Video topics + discussion points
Quotes (from this video)
- Tap root has the summon ability and when tap root summons it summons wall briar vine herald and treat on their promoted side
- the difference is when tap root summons it's also promoted and grouped with this summoned unit
- on its unpromoted side it's got three health one attack to move on
- it's promoted side that the stats are considerably weaker one one one
- this event roll has devalued our summon ability
- nitrous is pretty mean
References (from this video)
- strong tactical depth
- immersive production and minis
- complexity can slow first games
- set-up time may be lengthy
- sci-fi/fantasy clash of factions
- tower-defense-style skirmish on a modular map
- scenario-driven with ongoing campaign feel
- Sky Tier
- Blood Rage
Mechanics (from transcript analysis)
- faction-based combat — Each faction has unique abilities and a map-wide strategy.
Video topics + discussion points
Quotes (from this video)
- it's a solid game with like this it pulls you in each stream
- the tutorial format really helps you experience it differently
- we had this new evolution of our game group for a good three months
- betrayal legacy is still sitting on my shelf unplayed but I was intrigued
- it's slower at the beginning but picks up and it's a good overall experience
References (from this video)
- deep engine-building; rich faction diversity
- solo/co-op support is excellent
- time commitment; learning curve
- territory control and minimax skirmish
- MOA-style fantasy/conquest on towered map
- epic, strategic
- Dwellings of Elder Veil
- Eclipse
Mechanics (from transcript analysis)
- MOA (massive online army) style — minions and heroes; factions with different play styles
- solo/co-op options — strong solo and cooperative experiences; large content base
Video topics + discussion points
Quotes (from this video)
- Don't tell me theme doesn't matter. Yes, it does.
- This is one of those games where drafting out different teams could be really cool.
- It's a banger.
References (from this video)
- High production quality and components
- Strong faction asymmetry leading to varied play styles
- Engaging market, upgrade, and deployment loop
- Solid support for solo/campaign modes and replayability
- Very heavy rules and dense terminology; steep learning curve
- Long play sessions, especially with heavier waves
- Potential for rule misreads or memory gaps during play
- Sky-pirates and faction-based conquest on a vertical, asymmetrical map
- Floating islands with airships and towers forming a modular battleground
- Asymmetric faction-driven tactical combat with rich, lore-inspired tech and rituals
- Too Many Bones
- Gang Toppers (mats)
Mechanics (from transcript analysis)
- asymmetric faction design — Each faction has unique abilities and market dynamics that drive divergent play styles
- market phase — Buy upgrades, mercs, and terrain-like assets; decisions shape early game and long-term strategy
- Resource economy — Source points and command points power placement, upgrades, and unit deployment
- Spires / towers — Defensive spires that fire and influence combat, adding range control and map pressure
- Way gates / portals — Gates that allow portal movement and strategic repositioning via the board
Video topics + discussion points
Quotes (from this video)
- this is a beautiful beautiful game
- the quality is amazing
- they have a company vision of a quality over quantity
- the differences in these factions and what they want to do are radical
- I love the new factions and the abilities
References (from this video)
- Keeps for now; potential solo scenarios
Mechanics (from transcript analysis)
- card-driven / modular map — Skirmish-style combat with layered strategy and map tiles.
Video topics + discussion points
Quotes (from this video)
- I will not be going through campaign games in this.
- I want to be more cutthroat than I ever have before.
- Quad Heroes is going. I hate it. I hate it so much.
- Monumental. If Monumental is still here in a year and hasn't been played, if next year's Purge, if I haven't played Monumental, it's going to go.
- Last Light can go. I'm not thinking off the shelf.
References (from this video)
- Excellent production values and premium components (notably weighty poker chips)
- Heavy emphasis on asymmetry, delivering distinct feel and playstyles per faction
- Deep strategic space with a blend of pre-planned actions and reactive hero movement
- Board manipulation, terrain and spire placement are central to winning
- High price point
- Steep learning curve due to numerous exceptions and unique unit skills per faction
- territory control and fortress building within an asymmetric tactical skirmish
- Ancar, a realm of floating land masses inhabited by warring factions
- fantasy/science-fantasy fusion with competitive warfare
- Dawn of the Zeds
- Captain is Dead
- Dangerous Planet
Mechanics (from transcript analysis)
- action programming — players plan actions for multiple units following pre-planned paths
- asymmetry — each faction has distinct units, upgrades, and play styles
- combat resolution — combat uses dice; hits remove health; top units may be exposed or defeated
- exploration and fights — exploration markers can trigger fights, influencing tactical decisions
- fortress upgrades — upgrades purchased via source and represented with pins on fortress boards
- hero units and non-hero pathing — hero units move freely; other units follow pre-set paths; terrain impacts movement
- market phase — source is spent to buy terrain tiles or mercenaries during the market phase
- range, damage, and defense tokens — tokens modify unit capabilities and defenses during combat
- spires and source wells — spires are built on wells controlled by a player and can expand influence
- turn structure and events — rounds begin with an event card; resource accrual increases over time
- unit deployment and stacking — units can be stacked for protection and have health, damage, speed, and costs
Video topics + discussion points
Quotes (from this video)
- Cloudspire is for people who want an intensely competitive and mentally challenging chess match of a game
- the asymmetry is off-the-charts
- production values are through the roof, in particular the poker chips are weighty and feel wonderful to play with
- you can manipulate the board and board positioning of spires and tiles is a huge part of winning the game
- the core gameplay isn't too complex, but the number of exceptions and special rules are a handful; learning curve is steep