Florana Defense combines tower defense with incremental progression, letting you design freely-routed mazes rather than defending fixed paths. Earn gold from defeated enemies to unlock new towers and upgrades, then prestige your progress to unlock permanent bonuses. The game rewards both strategic maze design and long-term grinding, making it appealing to players who enjoy both puzzle-like tower placement and the satisfying feedback loop of idle games.
About this game
Incremental Mazing Tower Defense. No lives, just make more gold. No fixed mob path, create the best maze ever.
Players, last 61 days
Peak 4 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
Hi, update to 0.159.0 is all about quality of life improvements. Most of the work wa the rewamped save system that enables Main Menu and management of multiple saves. There is also a lot of small improvements, like a new achievements list with more info and a lot of new tootltips here and there. 🚀 Features New save system Added missing New Game functionality Introduced Continue Game Added support for tiled rendering in ScalingNinePatch New drawable with doubly-rounded corners Improved tab visuals Particle layering Reworked blood particles Reworked Achievements Popup ✨ Improvements Interest tooltip Better visual effect stacking Improved Achievements Popup visuals 🐛 Bug Fixes Fixed load popup layout when only a few saves are available Added missing clickOnClick Added missing clicks Enforced headless mode for Java AWT on macOS Fixed background scaling on MacBook
I implemented next wave of fixes and small improvements to quality of life. Most notable change is that everything should by chain by default now -- from tower building, to upgrade selling. Also you can now sell mobs. 🚀 Features Mob selling Piggybank and Bear mobs can be disabled/enabled by clicking on their buttons 🔧 Tweaks New range sprite Use range sprite as interim explosion sprite to reduce visual clutter Chain sell/build by default Store run targets in repo Right click cancels current action 🐛 Bug Fixes BYTES are 512, not 256 Ultimate Form works again (ignores unreleased prestige upgrades)
As usual, this took me little bit longer than expected and there is still missing one feature I really wanted in this patch (mob selling) :D This patch continues to fix and deliver things that early adopters are reporting to me the most, so the main them of this patch is stabilisation of what we already have. ⚖️ Balance Migrate achievements to pseudo exponencial insted of real 2^N Increase later achievement reward 🚀 Features Save a backup copy of save postfixed with a game version number Improve prestige purchase restoration with retry logic Add sample savegame files for testing 🐛 Bug Fixes Available prestige correctly propagates to the prestige shop Make blockers much cheaper After prestige, rebuy mobs last Steam integration should work on MacOS again Show prestige confirmation before closing the prestige dialog Many small typos in textations Tower gate no longer makes cold effect speed up mobs Tower gate no longer makes towers really big Autorun checkbox state now updates when loading from save Save total gold even when run ended with autorun Fix achievement limiting in the demo 🔧 Tweaks Get rid of dollar signs
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