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Shardjoy

Free browser game · tactical tower defence

Canyon Defender: Gold Pack

A wolf pack guards its den and an old golden totem at the end of a red sandstone canyon. Poachers, hyenas and rogue bears come in waves along the trails. You decide where each wolf stands — and every wolf you place changes the way the raiders walk.

Runs in the page. No download, no account, no ads, no purchases. Spirit Energy exists only inside the game.

Three wolves on a canyon ledge beside a golden totem under a rising moon

Hold the canyon

Choose a canyon, place a few wolves, then call the first wave. Nothing happens until you call it, so take your time on the opening layout.

Keys 1, 2 and 3 choose a wolf. Space calls the next wave. P pauses, F toggles fast speed. With a wolf selected, U trains it and X releases it.

Spirit Energy0 Totem20 Wave0 / 12

Choose a canyon

The pack

Three kinds of wolf, three jobs

No wolf does everything. Alphas hit hard but only reach the next cell over. Trackers barely scratch a raider, yet nothing hidden gets past them. Shamans wait a long time between moonbeams, and then stop a whole group dead.

Alpha

The heavy bite at the front of the pack.

Stand an Alpha right beside a trail, ideally where two trails meet. It always goes for the raider closest to the totem. At the third rank it bites two raiders at once, which is what finally makes hyena rushes manageable.

Call-in cost
60 SE
Training
55 SE, then 85 SE
Reach
1.3 → 1.4 → 1.55 cells
Damage per hit
22 → 36 → 54
Time between attacks
0.75 → 0.68 → 0.6 s
At rank 3
bites two raiders at once

Tracker

Slows everything it touches, and sees trappers.

Trappers move through the canyon in camouflage and cannot be targeted until a Tracker is near. A Tracker also drags raiders down to a crawl, which buys your Alphas more bites per raider. Low damage on its own — it is a support wolf, and plays like one.

Call-in cost
45 SE
Training
40 SE, then 65 SE
Reach
2.4 → 2.7 → 3 cells
Damage per hit
4 → 7 → 10
Time between attacks
0.9 → 0.8 → 0.7 s
Slow
35% → 45% → 55% for 1.8–2.2 s
Reveals trappers within
reach + 0.6 cells

Shaman

Calls a golden moonbeam on the thickest crowd.

The Shaman looks for the spot where the most raiders are bunched together and drops a moonbeam there. Everyone inside is hurt and stunned. Slow to recharge, so one Shaman per choke point is usually plenty.

Call-in cost
85 SE
Training
70 SE, then 110 SE
Reach
2.8 → 3.1 → 3.4 cells
Damage per hit
16 → 26 → 40
Time between attacks
3.6 → 3.2 → 2.8 s
Stun
1 → 1.3 → 1.6 s
Moonbeam radius
1 → 1.15 → 1.3 cells

Numbers read rank 1 → rank 2 → rank 3. Training happens on the spot, even mid-wave.

Raiders

Who comes up the canyon

Five kinds of raider. Each wave is a little tougher than the last — raider health grows by 9 per cent of its base value with every wave after the first.

The totem starts with 20 points. Each raider that reaches it removes its totem damage; at zero the den falls.

Base values in wave one. Speed is in cells per second.
RaiderHealthSpeedTotem damageSE when driven offNotes
Poacher551.0514The most common raider. Average in every way.
Hyena381.7513Fast and fragile. Arrives in packs and punishes thin defences.
Trapper70127Hidden until a Tracker is close. Untouched by Alphas and Shamans otherwise.
Rogue bear3000.62314Slow, very tough, and knocks three points off the totem if it gets through.
Ringleader15000.5860Appears once, in the last wave. Walks slowly and takes a long time to turn back.

Spirit Energy

Spirit Energy comes from holding ground

Spirit Energy is what you spend to call in wolves and train them. You never buy it. There are four ways to earn it, and the biggest one depends on where you stand.

  1. 1

    Guarded springs

    Each canyon has three spirit springs. While a wave is running, a spring with a wolf within 2.2 cells gives 1.5 SE every second.

  2. 2

    Clean water

    A raider that passes within 1 cell of a spring fouls it, and it stops giving anything for 4 seconds. Springs on a trail pay well only if raiders never reach them.

  3. 3

    Raiders driven off

    Every raider turned back leaves a little Spirit Energy behind — from 3 for a hyena to 60 for the Ringleader.

  4. 4

    Holding a wave

    Clearing a wave adds 20 SE plus 4 SE for each wave held so far.

Changed your mind about a wolf? Releasing it returns 70 per cent of everything spent on it. The canyons start you with 130 SE on Red Fork and 150 SE on Moon Mesa.

Pathfinding

Raiders re-route around your wolves

The canyon is a grid. Every time you place a wolf on open floor, the game recalculates how far each cell is from the totem, and raiders follow the shortest trail that is still open.

Under the hood this is a wavefront search: starting at the totem, the game numbers each walkable cell by how many steps it is from the den, spreading outwards one ring at a time. A raider standing on a cell simply steps to the neighbour with the smaller number. Place a wolf on the floor and that cell drops out of the count, so the numbers — and the dotted trail lines on the board — shift to show the new route before a single raider moves.

You can use that to stretch a trail into a long zigzag past your Alphas. What you cannot do is close the canyon completely: the game refuses any placement that would leave an entry, or a raider already walking, with no way through. Ledges are the exception — wolves on ledges never block anything, so they are the safe place to build when you are unsure.

Two small grids. Left: step counts from the totem T, with the shortest trail from entry A running straight. Right: a wolf W placed in the middle raises the counts behind it and the trail bends around the wolf. Open floor23456T12345623456 A wolf on the floor23456T12W67823456
Numbers are steps to the totem. Computed with the same code the game runs.

Waves

Twelve waves, the Ringleader last

Each wave is called by you, so there is always a quiet build phase in between. Here is the full order, so nothing in wave nine comes as a surprise.

What each wave sends. The mix is fixed; the timing varies by a fraction of a second each run.
WaveRaidersTotalComes from
16 poachers6entry A
210 poachers10entries A and B
38 hyenas, 4 poachers12every entry
44 trappers, 6 poachers10every entry
52 rogue bears, 8 hyenas10every entry
612 poachers, 5 trappers17every entry
716 hyenas, 2 rogue bears18every entry
84 rogue bears, 6 trappers10every entry
914 poachers, 12 hyenas, 2 rogue bears28every entry
1012 trappers, 3 rogue bears15every entry
116 rogue bears, 18 hyenas, 6 trappers30every entry
121 ringleader, 14 poachers, 8 trappers, 3 rogue bears26every entry

Maps

Two canyons

Red Fork is the one to learn on. Moon Mesa gives you more floor to build on, and three ways in to cover.

AB

Red Fork

Two entries on the east rim. Each trail runs through a spirit spring before the two meet in the open floor in front of the den.

Starting Spirit Energy: 130 · Entries: 2 · Springs: 3

ACB

Moon Mesa

Three entries — north, east and south — around an open mesa top. More room to build, more ways in.

Starting Spirit Energy: 150 · Entries: 3 · Springs: 3

Rock Ledge (build, never blocks) Floor (build, re-routes) Spring Totem

Controls

ActionMouseTouchKeyboard
Choose a wolfClick its card under the boardTap its card1 · 2 · 3
Place itClick a floor cell or ledgeTap a cell to preview, tap again to place—
Inspect a wolfClick it on the boardTap it on the board—
Train / releaseButtons in the wolf panelButtons in the wolf panelU · X
Call the next waveCall wave buttonCall wave buttonSpace
PausePause buttonPause buttonP or Esc
Change speedFast buttonFast buttonF

North Melbourne, 2026

Who made it

Canyon Defender: Gold Pack is written and maintained by Eleni Papadopoulos in North Melbourne. It is plain JavaScript drawing onto a canvas — no game engine, no image files, no audio files. The wolves, the sandstone and the moonbeams are all drawn in code, and the sounds are synthesised in your browser.

Before this game, Shardjoy was a small site of written notes about wolf games on Google Play. The notes stopped in September 2026 and the site now carries one game instead, built from scratch for this page.

One honest limitation: a run is not saved if you close the tab. The only thing the game remembers between visits is your best wave count on each canyon and whether you turned the sound off.

Found a bug or a wave that feels unfair? Write to contact@shardjoy.com.

Questions people actually ask

Back to the canyon