Dragon Fever TD!
Survival & Roguelike

Dragon Fever TD!

Wonder Game Inc.

The file you download is VipMod — a free installer & mod launcher. Open it and Dragon Fever TD! installs with mods built in.

  • Install Inside VipMod
  • Root Not required
  • Version 3.11.0
  • Size 279 MB
  • Downloads 10K
  • Updated Aug 31, 2026
  • Requires Android 8.0+

Mod features

What the mod adds when you play in VipMod

  • Free purchases

    Turn on the switch and pick a level in the box right below it, then just tap the price button of any pack in the shop like a normal player. The Congrats panel opens and the rewards land in your actual wallet: the starter pack gives 6 hero shards plus 1,000 gold, the cheapest diamond pack gives 280 diamonds, and a skin pack gives its own gun plus 1,400 diamonds.

    Only works on packs listed in real money. Anything the game charges diamonds for still deducts the full diamond price — buying a 120-diamond book dropped the wallet by exactly 120. The ad-skip ticket packs only deliver the tickets; the first-purchase diamond bonus advertised on them doesn't get added. Purchase counts are still recorded, so limited packs still switch to Sold Out.

  • One-hit kill

    With it on, any dragon segment a bullet touches breaks instantly, no matter how much HP it has left. A level that took more than ten minutes without the mod now finishes in about a minute and a half, with progress going from 10 percent at second 8 to 64 percent at second 57.

    The most blatant of the seven options, so it's best for when you just want to get through a level fast. In the Arena the server replays the match to check it, so don't expect the result to count.

  • Invincible wall

    With it on, the wall behind your squad stops losing HP: the dragon can bite right into it and the hit effects still show, but the HP bar stays at 4545. At the same point in a level, the bar is about half empty with this off and still fully green with it on.

    It only protects the wall, not the heroes standing in front of it. With this on, every level earns a Perfect Clear, which means you're giving up the game's challenge altogether.

  • Damage multiplier

    Turn it on, then slide the box right below to ×5, ×20 or ×50. The damage numbers popping up on screen change by exactly that multiple — a normal 125 hit becomes 6250 at ×50 — and the level moves much faster because the dragon keeps shedding segments.

    Only your side gets multiplied, not the dragon. Slide it back to Off to restore the original damage right in the middle of the fight, no restart needed.

  • Auto card pick

    With it on, every time the skill-card or hero-recruit panel pops up, the mod picks for you and lets the battle carry on. An eight-minute run played all the way through without a single touch, ending with five heroes recruited and a full hand of cards.

    The mod goes for the card the game marks as recommended, or the highest-quality card when there's no recommendation, so it may sometimes differ from what you'd have picked. You still have to tap the Free Refresh button yourself during the mandatory tutorial step, because the tutorial overlay blocks every other action.

  • Auto battle

    With it on, your squad moves along the platform and picks targets by itself, so you no longer need to drag the screen. Turn the switch off and control comes straight back to you mid-battle.

    While auto battle is on, the game ignores your screen drags; that's how this mode works in the original game, not a broken mod.

  • Battle speed

    Turn it on and pick ×2 to ×5 in the box right below; the whole battle speeds up with it, including the dragon's crawl, your squad's shooting and the animations. It works even if you turn it on mid-battle: the in-game clock jumped 99 seconds while the real clock moved only 25.

    On an average phone ×5 only reaches about four times speed, because the phone can't render frames fast enough. Slide it back to Default to hand speed control back to the game's own speed-up button.

Screenshots

About this game

I opened Dragon Fever TD thinking it was another familiar tower defense game, the kind where you place towers along a path and watch the monsters walk by. Turns out there isn't a single tower in it. What slithers down from the top of the screen is a dragon so long it fills the whole frame, and every segment on its back carries its own chunk of HP.

You stand at the bottom with a group of chibi heroes shooting upward on their own. The first level went by pleasantly enough that I just let it run without touching anything, and at the eight-minute mark I checked the progress bar: it had only crept up to sixty-four percent. That's when I understood the game isn't hard at all, just long, and that length is exactly where the publisher set up its shop counter.

A dragon so long it covers the whole screen

A battle opens on a fairly empty scene: just your platform at the bottom and an iron wall across the screen with 4545 HP. A few seconds later the dragon's head pokes out from the top edge, dragging a body that winds back and forth like a giant centipede.

Every segment you shoot apart nudges the progress bar at the top a little further. Your job is almost oddly simple: you only drag the screen left or right to move the platform, and your heroes handle all the shooting themselves.

Bullets stream upward in a constant line of light while damage numbers jump all over the dragon's body. Early in a level my normal hits were around 125. That sounds small, but a segment only has a few thousand HP, so they still break at a steady pace.

You lose by letting the dragon reach the wall and chew on it until its HP runs out. You win by pushing the progress bar to one hundred percent. That's where the game stretches things out, because later segments get much tankier while your damage grows far more slowly. Playing level one without any help, I timed it at more than ten minutes and it still wasn't done.

Every level-up is a draw of three cards

Every few dozen seconds the battle pauses and three skill cards appear in the middle of the screen for you to pick one. Some add more bullets, some add a burn effect, some give a hero a whole new skill. The game even puts a thumbs-up icon on the card it thinks suits your squad best.

Under the three cards are two buttons that matter more than the cards themselves. The first is a free refresh, which redraws a new set with a better chance of purple cards. But you only get six of those for the whole battle, and then they're gone.

The second takes all three cards at once, and you only get three of those for free. After that it turns into a watch-an-ad icon. This card-drawing rhythm is what kept me hooked the longest, because it turns a long level into a chain of small decisions.

But it also eats an enormous amount of time, since the battle clock stops while the card panel is open, so a level that says ten minutes keeps you sitting there even longer in real life.

Five chibi girls recruited mid-battle

What I didn't see coming is that you don't start with a full squad. Each run begins with exactly one hero, and recruit panels pop up during the fight so you can pick up more. By the end of a level the squad can reach five or six members squeezed onto the platform.

They're all big-eyed chibi girls, each with her own element such as fire, water, lightning or healing. The blue-haired nurse patches up the whole squad, the one with the gas can spreads fire over a wide area, and the little girl hugging a yellow duck fires bursts of water. It looks childish, but mix the wrong elements and you'll see your progress slow right down.

Outside battles, each hero has her own star rank and needs shards to upgrade. Shards drop from end-of-level rewards or can be traded at the Shard Exchange. The last two slots in the roster stay locked, with a note saying they open after levels three and six, so the game keeps a few things back to make you curious enough to keep going.

Outside battle: a base full of red dots

Once you tap the claim button you're back in a pale-blue spaceship cabin. In the middle is a swirling portal with the next level's dragon circling inside. Level two is called Frostbound Prison, and next to it are two chests, one for idle rewards and one that opens at the thirty-percent mark.

Across the top runs a crowded row of resources: diamonds, gold, energy, ad tickets and several kinds of keys. Energy is spent every time you start a battle, and the power rating of twenty-three thousand seven hundred next to your avatar sums up the whole squad's strength.

The four corners are packed with check-in, newcomer gift and hero recruit buttons. On top of that, a guide girl follows you through every screen, reminding you to tap this button or that one. There's nothing to build in this base; it's just where you spend what you've earned before heading back into battle.

And this is where the game starts counting your money

The shop has three sections, and every one of them has a price list in dollars. The starter pack sits at the top of the page: $1.99 for six hero shards and a thousand gold. It wears a red badge claiming five hundred percent value and can only be bought once per account.

The second section sells ad-skip tickets in six tiers, from $2.99 for fifteen tickets up to $99.99 for seven hundred. Right below is the diamond counter, from $0.99 for one hundred and forty diamonds up to, again, $99.99 for fourteen thousand. The last section sells four gun skin sets at $6.99 each.

Ads slip in exactly where you need something. Finish a level and the game invites you to watch one to double your reward, three times a day at most. Use up your three free take-all-cards in a battle and that button turns into an ad as well. Refreshing the deals counter beyond the free refresh costs ten diamonds each time.

The mod undoes the exact knot that stopped me at minute eight

The seven options in the MOD menu fall into two clear groups: one deals with time, the other with money. The one I used most is One-hit kill. With it on, every dragon segment a bullet touches breaks instantly, and that ten-plus-minute level shrank to about a minute and a half.

To be exact, progress went from ten percent at second eight to sixty-four percent at second fifty-seven. If you want a lighter touch, use Damage multiplier with its three steps of ×5, ×20 and ×50. The numbers on screen change by exactly that multiple, so a 125 hit becomes 6250 at the top step.

Invincible wall keeps the wall at 4545 even with the dragon biting straight into it. With it off, at the same point in the level, the HP bar was already about half empty. Battle speed works even when switched on mid-battle: the in-game clock jumped 99 seconds while the real clock moved only 25.

The option most worth paying for, though, is Free purchases, so I turned it on and tapped the $1.99 starter pack like any normal player. The reward panel opened with six hero shards, my gold jumped from 620 to 1620, and the pack switched to sold out.

Four more families of packs gave the same result: the cheapest diamond pack gave 280 diamonds, a skin pack gave its own gun plus 1400 diamonds, and two tiers of ad-skip tickets gave exactly fifteen and forty tickets.

There are three things to know up front so your expectations are right. First, this only works on packs listed in real money; anything the game charges diamonds for still takes the full amount from your wallet. I tried a book priced at 120 diamonds and lost exactly 120.

Second, the ad-skip ticket packs only deliver the tickets; the first-purchase diamond bonus printed on the pack never got added. Third, the mandatory tutorial step at the start of a battle still blocks every action outside the highlighted box, so Auto card pick has to wait until you tap through that step before it starts working.

How it actually plays

What I like is the clean, easy-to-read visuals: a confidently drawn dragon, chibi heroes who each have their own look, and smooth performance even when the dragon's body covers nearly the entire screen. The card-drawing rhythm is also fun enough to make you want to try a different squad on the next run.

What I don't like is the length: an unassisted level drags on far too long for the number of decisions it asks of you. The game knows it, which is why it parks the speed-up, take-all-cards and double-reward buttons right next to the waiting parts. The guide girl also follows you everywhere and covers a corner of the screen, and I couldn't find a way to turn her off.

The game is English-only. The settings hold just music, sound effects, a restore-purchases button and an account-link button, with no language option, and there isn't much text to read anyway.

The game is fairly relaxed about connectivity. In airplane mode it still shows a network error panel when it opens, but tap confirm and you go straight into your existing account, play a whole level and collect the full reward. Your balances are still there the next time you open it, so this one can come with you on a flight.

On Google Play it sits at 4.3 stars from more than twenty thousand ratings and over five hundred thousand downloads. Those aren't huge numbers, but they're enough to show it's a game with a real player base, not a rushed knock-off.

So who should download it

If you like one-finger roguelites, where the characters shoot on their own and you just dodge and pick cards, this is a pleasant way to kill time. The chibi art is easy on the eyes, the rules make sense in thirty seconds, and you don't need any game account to start.

And if you downloaded this game before and dropped it, usually because the levels drag on and every pack in the shop carries a dollar price, the mod undoes exactly those two knots. One-hit kill cuts out the waiting, and Free purchases opens up the packs. All seven switches can be toggled right in the middle of a battle, so you still get to play at the pace you want.

Information

Packagecom.traverse.zhfx.en.gp
Version3.11.0
Size279 MB
UpdatedAug 31, 2026
RequiresAndroid 8.0+
RootNot required
InstallInside VipMod
DeveloperWonder Game Inc.
CategorySurvival & Roguelike
Google PlayView official listing

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