Grow
Plant seeds that become walls, ramps, bridges and canopy. Seeds grow on any soil your team controls, so territory and terrain feed each other.
Ironleaf Games presents
A 4v4 competitive arena for your phone, where the map grows, burns, and freezes as you fight. Shape the battlefield. Uproot the enemy.
You pilot a Warden — an ironwood construct bound to a living arena. Two teams of four fight over one shared map that changes every second: walls sprout, bridges grow, cover gets sawn apart. No two matches end on the same terrain.
Most competitive games give you a fixed map to memorize. Rootbound gives you a map to argue over. The best teams don't just win fights — they decide where the fights happen.
Plant seeds that become walls, ramps, bridges and canopy. Seeds grow on any soil your team controls, so territory and terrain feed each other.
Saw, burn and splinter the enemy's growth. Every wall you break turns their soil back into neutral ground — ready for your own seeds.
Each team guards a Heartroot. Tear out theirs for an instant win — or hold more living soil when Winter ends.
Before each match, every Warden picks a seed loadout. What your team brings decides what the map can become.
Raises a wall of living wood. Blocks shots and movement until someone cuts it down.
Grows a walkway across water or gaps. Opens new routes — for both teams.
Builds a slope up to high ground. The fastest way to take a ledge the enemy is holding.
Spreads a leafy roof overhead. Hides your team from snipers and blocks high-ground sightlines.
Both teams lock in four Wardens and pick a seed loadout: more walls, more bridges, or more canopy.
Spring opens. Everyone spreads out to plant seeds and grab soil before the other team can.
Through Summer and Autumn, teams fight over key ground while the map keeps shifting under them.
Winter freezes all growth. Whatever terrain is left is what you fight on in the final push for the Heartroot.
Rootbound is designed for phones from day one. Every system — moving, aiming, growing, grinding — works with two thumbs on a touchscreen.
Left thumb moves, right thumb aims and fires. Simple to pick up, with plenty of room to master.
Tap Grow to place a seed where you're aiming. Hold to preview it first. No build menus to dig through mid-fight.
A full ranked match takes about 10 minutes. A Thicket match takes about 5 — short enough for a bus ride.
Invite friends to your squad with a code or link, whether they're on iPhone or Android.
Every Warden has a grow ability, a grind ability and a passive. Each one peaks in a different season, so the balance of power shifts as the match goes on. Pick one to see how they play.
Builder
Shapes the map before the fight starts. A good Sower decides where every battle happens.
The four roles form a loop. No Warden is safe from everyone, so drafting smart matters as much as aim.
Sower, Sower, Grafter, Thorn
Claim soil early, wall it off, and make the other team come to you. Wins on soil count when Winter ends.
Cutter, Cutter, Grafter, Thorn
Ignore building and tear through everything. Peaks in Autumn, when fire spreads through every wall you've cracked.
Sower, Cutter, Grafter, Thorn
One of each. No big weakness, no big spike — a team that wins by adapting to every season.
Every match runs through all four seasons, each lasting a couple of minutes. The rules shift with each one, so the team that wins Spring isn't guaranteed Winter. Reading the next season and preparing for it is half the game.
Seeds are cheap and grow fast. Both teams race to claim soil and wall off lanes.
Rule change: seeds cost half.
Canopy closes overhead. Sightlines shrink and close-range ambushes take over.
Rule change: vision range drops under canopy.
Leaves fall. Cover thins, long lanes open up, and fire spreads through dry growth.
Rule change: fire jumps between connected growth.
Growth freezes and iron turns brittle. No more building — only the final push.
Rule change: no new growth; Wardens take extra damage.
Each map starts bare and gets built by the players. The layout below is just the bones — the match decides the rest.
Tight corridors
An abandoned iron foundry swallowed by forest. Narrow halls, collapsing catwalks, and old furnaces that roar back to life in Autumn. A brawler's map — Cutters thrive here.
Water and bridges
A flooded basin of drowned trees. Wardens can't swim, so the middle only exists if someone grows a bridge across it. Lose your bridges, lose the map.
Vertical fights
Stone spires wrapped in vines rise out of the forest floor. Grow ramps to climb them and fight for the high ground. In Winter, a Thorn on a Perch can see almost everything.
The full four-season match, about 10 minutes. Queue solo or with your squad and climb the ladder.
Smaller maps and faster seasons, around 5 minutes. Perfect for a quick match on the go.
Lock any season, test builds against bots, and run private lobbies for scrims and community tournaments.
Six ranked tiers, from first sprout to ancient forest. Your rank tracks how you play, not just whether you won, so carrying a hard match still counts.
Every Warden and ability is earned by playing. Anything you can buy is cosmetic.
Rewatch any of your ranked matches from any player's view to see how the map was won.
If a teammate quits a ranked match, the rest of the team loses less rank.
Long after the last cities went quiet, the forest came back — and it grew straight through everything people left behind. Foundries filled with roots. Rails became vines. Iron and wood fused into something new.
Beneath it all lie the Heartroots: ancient roots that keep the land alive and answer to whoever holds them. The old Wardens were built to guard them. Now those same Wardens fight over them, and every arena where they clash ages a whole year in a single battle.
Ironleaf Games is an independent studio making competitive games where skill decides the match and the world never sits still. We started Ironleaf because we love games where the best players win by thinking faster, not just shooting faster, and we wanted to build one where the battlefield itself is part of the strategy.
Our name says what we care about: games with a solid, fair competitive core, and worlds that feel alive enough to surprise you every match.
We build in the open. Playtesters shape every Warden, every map and every season before launch.
We haven't set a date yet. Playtest sign-ups will hear about it first.
Rootbound is coming to iOS and Android phones.
Sign up with your email below. We'll send invites in waves as each closed test opens.
We'll share pricing details closer to launch. Whatever we decide, Rootbound will never be pay-to-win.
Yes. iPhone and Android players can team up and play against each other.
Yes. You can queue alone and matchmaking will put you on a team, or queue with friends as a group.
No. Growing terrain is one tap per ability, not a construction menu. If you'd rather fight, pick a Cutter or Thorn and let your Sower do the planning.
Yes. The world has its own history — the Heartroots, the Wardens, and why the seasons race by in every arena. You'll find it told through maps, Warden profiles and seasonal events rather than a campaign.
No. Everything that affects gameplay is earned by playing. Anything you can buy is cosmetic.
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