KUT Games ← KUT Games
Out now · Android & iOS

CastleThe Eleventh Tower · Özdiyar

A tower-capture strategy on the Turkic steppe

Ten cultures hold the steppe, and every tower on it can change hands. Send your riders, take the towers, and finish the chapter — but the story keeps count of how you won.

100 chapters10 cultures Tower captureTürkçe & English Android & iOS
Özdiyar key art — a rider on the steppe below a castle
Ne oynuyorsun · what you play

Take the towers, keep the road

Every tower is a source and a target. Split your riders, judge the odds, and hold what you take.

01

Ten cultures

Gökboru, Doruk, Bozkır, Ateştaçı and the rest — each with its own towers, its own strengths, and its own way of fighting for the road.

02

A hundred chapters

A campaign that moves across the steppe, with the map, the neighbours and the stakes changing as the eleventh tower comes into view.

03

Send by percentage

Commit 25, 50, 75 or all of a tower's strength in one tap. The whole game is that decision, made under pressure, again and again.

04

The steppe fights too

Wind, terrain and a wolf-pack howl that can turn a battle — the field is never only about the numbers on the towers.

05

A story that judges you

Winning is not the only thing counted. Take a tower the wrong way and the campaign remembers it.

06

Türkçe and English

Written in both from the start — the game asks which one you want before the first battle.

Screens

Where it is now

Real 3D gameplay from the store screenshot set — tower battles, drag commands and the Legion campaign. Swipe or scroll to explore.

A drag command from a blue tower toward an enemy tower in chapter 3
Drag to send your army
Blue and red armies fight among Gökbörü towers in chapter 2
Capture rival towers
Legion forts and marching troops in chapter 4
Command the Legion
The Gökbörü chapter 10 battlefield with a stone stronghold
Reach the tenth chapter
Hikâye · the story

The eleventh tower

Ten cultures, ten towers, and one more that nobody has held for long.

The steppe is held in pieces. Ten peoples keep their towers along the road, trading, raiding and marrying into each other's houses, and the balance survives because no one holds enough to break it. Then the eleventh tower comes back into the story — and whoever takes it stops being one house among ten.

You start with riders and a road. What you end with depends on how far you are willing to go: the campaign counts the towers you took, and it also counts the way you took them.

"A tower is not stone. It is the people who agree to stand in it."