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Android Apps > Strategy > Arcfence: tower defense
Arcfence: tower defense icon

Arcfence: tower defense

by RNG Dev · Strategy · Free
On Google Play since September 2026 · Data updated 2026-09-27
Google Play

Arcfence: tower defense is made and published by RNG Dev. AppBrain is an independent app data site and isn't affiliated with RNG Dev. The app name, icon, screenshots and description belong to RNG Dev and are shown as published on Google Play.

AppBrain's verdict

NewNiche
Total installs
3
Last updated
September 26, 2026

Arcfence: tower defense came out 64 days ago. It is a niche app, with 3 installs. It doesn't have enough ratings yet to judge what users think.

Installs

Tracked by AppBrain
Last 30 days
3
Play install range
1+
Launched
September 2026

Installs over time

Arcfence: tower defense has been installed 3 times. Over the past 30 days, it has been installed 3 times.

Rankings

Google Play top charts

Google Play Rankings for Arcfence: tower defense

This app is not ranked

Competitors

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Releases

Updates seen on Google Play
Version
1.15.2
Launched
September 2026
  • Sep 27, 2026Installs1+ installs
  • Sep 26, 2026UpdateVersion 1.15.2
  • Sep 15, 2026UpdateVersion 1.14.0
  • Sep 6, 2026New AppVersion 1.12.0 in STRATEGY for Free
Show all changes Show fewer

User feedback

Ratings and reviews on Google Play

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Technology

Found in the app by AppBrain
Ads
No ads
Price
Free
Libraries
?
App size
90.2 MB
Content rating
Everyone

Technologies used by Arcfence: tower defense

6 permissions
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About the app and developer

About Arcfence: tower defense

Arcfence: tower defense is a strategy app developed by RNG Dev.

Install Statistics

Arcfence: tower defense has been installed 3 times. In the last 30 days, the app was installed 3 times.

User Ratings

The app has no ratings yet.

App Information

Arcfence: tower defense is freely available from Google Play. The app size is 90.24 MB. The latest version available is 1.15.2. The last update was on September 26, 2026.

Technical Requirements

The app has a content rating of Everyone. The app has been available on Google Play since September 2026.

App Performance Report

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Developer information for RNG Dev

RNG Dev

contato@rngdesenvolvimento.dev.br

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Frequently asked questions about Arcfence: tower defense

Is Arcfence: tower defense free?

Yes. Arcfence: tower defense is free on Google Play.

Is Arcfence: tower defense still available?

Yes. Arcfence: tower defense is on Google Play, and the last update we saw was on September 26, 2026.

Does Arcfence: tower defense contain ads?

No. Google Play does not list Arcfence: tower defense as containing ads.

How large is Arcfence: tower defense?

Arcfence: tower defense is 90.24 MB.

Is Arcfence: tower defense suitable for children?

Google Play rates the content of Arcfence: tower defense as suitable for everyone.

How many times has Arcfence: tower defense been installed?

Google Play lists 1+ installs for Arcfence: tower defense.

Who made Arcfence: tower defense?

Arcfence: tower defense was developed by RNG Dev. It is listed in the strategy category on Google Play.

What are the best alternatives to Arcfence: tower defense?

People looking at Arcfence: tower defense also look at these strategy apps: Maze & Mortar: Tower Defense, Fort Defenders, Defense Battle, Embers Rest: Wall Defense, Kingdom Walls: Castle Defense.

Share Arcfence: tower defense

Store listing

By RNG Dev, from Google Play

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

Arcfence: tower defense Screenshot 1 of 5
Arcfence: tower defense Screenshot 2 of 5
Arcfence: tower defense Screenshot 3 of 5
Arcfence: tower defense Screenshot 4 of 5
Arcfence: tower defense Screenshot 5 of 5
Screenshots by RNG Dev, from the Google Play listing
Description by RNG Dev Written by the developer, not by AppBrain. Click to read.
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 · contato@rngdesenvolvimento.dev.br

Recent changes:
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.
Official page on Google Play
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