Missiles drop from the sky carrying words. Type to neutralize. 14 levels of escalating intensity. Save the city, earn 500 TL Coins per level cleared.
Play TypeDefendDestroy The Enemies5 tanks and 5 soldiers on the battlefield. Type their words before any of them fires. 14 levels of escalating word length. 500 TL Coins per level cleared.
Play TypeBattle26 crops, 60 seconds, and no credit for stopping at 25.
A field to clear against a clock. Every crop carries a word, the whole field is visible from the start, and you have 60 seconds to harvest all 26 of them. 10 levels, free to play, paying 26 to 260 TL Coins for a full clear.
What makes TypeHarvest different from the other two games is that nothing is chasing you — no missile is falling, no enemy is about to fire. The only pressure is the clock and the size of the field, which means the game rewards a steady rhythm rather than reaction speed. It's also strictly all-or-nothing: leave one crop standing and the level pays exactly nothing.
The progression is the same rule throughout: level N uses N-letter words. Level 1 is single letters, level 2 is pairs, and it climbs from there — so the difficulty comes from the words getting longer, not from anything getting unfair.
All 26 crops are there from the first second, each carrying a word. Nothing is hidden and nothing arrives later.
Type a crop's word and it's harvested. You choose your own route across the field, so you can take the short words first or work systematically.
60 seconds for the whole field. That's tight but fair at level 1 and genuinely demanding by level 10, when every word is 10 letters long.
Only a complete harvest pays. Clear all 26 and you take the coins and the next level; leave one and you take neither.
The typing games need a physical keyboard, so they don't run on phones or tablets. Everything else on TypeLords — practice, tests, the academy, contests — works fine on mobile.
Sustained pace. There's no reaction element and no target-switching panic — just a fixed amount of typing and a fixed amount of time, which makes it the closest of the three games to how real typing actually feels. You settle into a rhythm and have to hold it.
That's also what makes it the most honest of the three about stamina. Most people can type quickly for ten seconds; far fewer can hold the same pace for a full minute without their accuracy sliding. The all-or-nothing payout punishes exactly that fade, because a fast start followed by a stumble at crop twenty-four earns nothing at all.
A game builds volume, not diagnosis. It can't tell you which keys are costing you time — only whether the word got typed.
When you want to know what's actually slowing you down, TypePractice reports accuracy and consistency after every run.
A field of 26 crops appears, each carrying a word, and you have 60 seconds to harvest every one of them by typing its word. Clear the whole field within the time and the level is yours.
The level pays nothing. TypeHarvest is all-or-nothing: harvesting 25 of 26 crops earns exactly the same as harvesting none. That rule is what makes the last few seconds of a level genuinely tense.
A full clear pays the level number for every crop — 26 TL Coins at level 1, rising to 260 at level 10. Anything short of a full clear pays nothing at all.
10 levels, cleared in order. Level N uses N-letter words, so level 1 is single letters and level 10 is 10-letter words — same field, same clock, harder words.
No — it needs a physical keyboard, so it's desktop and laptop only. All three TypeLords games are the same; everything else on the platform works on a phone.
More games in the TypeLords arcade, and on why play beats discipline, why typing games work when drills don't.
When you want a number rather than a score.