04 Second front // Stronghold

Stronghold

A fortress core in an open arena fires on its own while Machines close in from every side. Pick one of five starting cores (Sentry, Arc, Mortar, Lance, and Incinerator), draft upgrades as the waves climb, and fire Repulse and Siege Shot yourself.

Stronghold on iPhone in landscape with its console HUD: the core in the middle of the Relay Yard arena, a Jammer pack and a shielded pack closing in, core and shield gauges and the arsenal on the left, wave 27 of 77 and the Choke, Overdrive, Repulse and Siege Shot buttons on the right.
Stronghold // In-engine
Relay Yard · Wave 27

Relay Yard, wave 27: a surge charges from three gates, the Choke Point goes down, and a Siege Shot lands on 11 Machines.

Four levels, Core Perimeter, Foundry, Relay Yard, and Fragment Works, run 77 waves each, with their own armor trait, a signature enemy and a Mega Boss. Play on Relaxed, Standard, or Hard; earn medals that unlock Workshop perks; keep going in Endless after wave 77, or take on the Daily Defense, with Game Center leaderboards for both.

01 The arena

How it plays

No route to build here: the core is the defense. Keep its shield up, decide where its firepower goes next, and step in when a swarm gets close.

3D scenes made for the trailer, cut with in-engine gameplay, with voiceover. Free with in-app purchases.
  • Wave 1

    Automatic Fire

    Your fortress fires automatically. Protect its shield and core. Your weapons handle the firing. The shield protects your core until it falls.

  • Every side

    Shield and core

    Machines close in from every side of the arena. Machines that reach the shield wear it down; when it falls, the core is exposed.

  • Lasts 15 s · recharge 18 s

    Choke Point

    Tap Deploy Choke Point to deploy the triangles together. Machines in the marked gaps make weapon bars fill 50% faster. Drafts can turn it into the Conductive Choke Point and Reinforced Choke Point.

Three more controls in your hands

  • From wave 2 · Recharge 20 s

    Repulse

    From wave 2, tap Repulse to push every Machine within 2.4 of the core back out by 1.3, damaging it and slowing it for 1.2 seconds. Bosses take the damage but hold their ground. It recharges over 20 seconds of combat. Remaining recharge carries into the next wave and pauses during drafts.

  • From wave 3 · Recharge 18 s

    Siege Shot

    From wave 3, drag Siege Shot onto the field, or tap it and then the field. Aim at least 1.8 from the core. The shell lands 0.8 seconds later and blasts every Machine within 1.0. Land a boss inside the small center ring for a perfect hit: +25% Siege Shot damage. It recharges in 18 seconds and is ready at the start of every wave. Force Wave, Quick Repulse, Heavy Shells and Rapid Shelling can improve both weapons.

  • From wave 2 · Charge: 200 kills · Lasts 5 s

    Overdrive

    From wave 2, defeat 200 enemies to charge it. Tap when ready for five seconds of double recharge speed for Sentry, Arc, Mortar, Lance and Incinerator. Lance keeps its warning time. EMP keeps its normal cycle. No aiming required.

App Store preview · 0:17

See a run on iPhone

Stronghold on iPhone: survive the chaos, hold the core, upgrade it between waves and break the Mega Boss on the final wave, 77.

Captured in-engine on iPhone, with caption bands. Music and sound effects from the game; no voiceover.

02 Starting cores

Five starting cores

Your run starts with one weapon in the core. Each has an evolution that drafts can unlock, and drafts can install the others beside it.

  1. The Sentry starting core, rendered from the game: the fortress, a white-armored octagonal platform with magenta seams around a glowing cyan core, with Sentry guns on two corners.

    Core 01

    Sentry

    Fast tracking volleys. Kinetic damage.

    Range MID 3.8 Recharge 0.55 s

    Evolution

    Crossfire

    Sentry volleys pierce two more enemies. Ricochet adds a bounce beyond the main target.

  2. The Arc starting core, rendered from the game: the fortress, a white-armored octagonal platform with magenta seams around a glowing cyan core, with the Arc’s small violet emitter on its right side.

    Core 02

    Arc

    Lightning jumps between nearby Machines. Energy damage.

    Range CLOSE 2.6 Recharge 1.20 s

    Evolution

    Thunderstorm

    Arc charges enemies. If they fall within 3 seconds, lightning jumps to two more targets.

  3. The Mortar starting core, rendered from the game: the fortress, a white-armored octagonal platform with magenta seams around a glowing cyan core, with the Mortar’s tubes on its left side.

    Core 03

    Mortar

    Explosive shells punish packed crowds.

    Range LONG 1.4–5.8 Recharge 2.40 s

    Evolution

    Cluster Barrage

    Every mortar impact scatters three smaller explosive shells around the blast.

  4. The Lance starting core, rendered from the game: the fortress, a white-armored octagonal platform with magenta seams around a glowing cyan core, with the Lance’s long cyan rail across the core.

    Core 04

    Lance

    A brief lock, then a piercing energy beam.

    Range LONG 6.5 Recharge 2.80 s + 0.25 s lock

    Evolution

    Breach Lance

    Lance pierces up to 6 Machines and deals 25% more damage. The lock line still warns before it fires.

  5. The Incinerator starting core, rendered from the game: the fortress, a white-armored octagonal platform with magenta seams around a glowing cyan core, with the Incinerator’s copper tanks and flame cannon at the top.

    Core 05

    Incinerator

    A flame cone sets close crowds burning. Fire damage.

    Range CLOSE 2.6 Recharge 2.00 s

    Evolution

    Firestorm

    A Machine that dies burning flashes over, setting Machines beside it alight. Incinerator also burns hotter.

  6. Stronghold on iPhone in portrait with its console HUD: Foundry, wave 17 of 77, a Surge Incoming warning, the core in the middle of the arena with a pack of Machines approaching from below, and Crossfire and Firestorm in the arsenal above the Choke, Overdrive, Repulse and Siege Shot buttons.
    Incinerator // Core
    Foundry, wave 17: an Incinerator core with Wide Nozzle, Napalm and Firestorm burns the surge at the shield.

Support EMP: Automatic disruption support. It is never a starting core; drafts can install it.

03 Levels

Four levels, 77 waves each

Finish wave 77 on one level to open the next. A boss attacks on waves 10, 20, 30, 50, 60, and 70; the level’s Mega Boss on waves 40 and 77.

  1. 01 / 04 Open from the start

    Core Perimeter

    Balanced Machines. Start here.

    Armor // Standard

    No permanent damage resistance.

    Signature enemy · from wave 9
    The Mender, rendered from the game: a grey tracked walker with two arms and a cyan-lit coil in its chest. Mender Menders repair other Machines within 1.5 of them by 4% of their health each second. They never repair themselves or bosses, and EMP stops them. Destroy Menders first.
    The Bastion Breaker, Core Perimeter’s Mega Boss, rendered from the game: a dark diamond-shaped hull with a green crosshair core and green running lights.

    Mega Boss · waves 40 and 77

    Bastion Breaker

    Two relay escorts power its armor. Destroy each relay to strip a layer.

  2. 02 / 04 Finish Core Perimeter to open

    Foundry

    Plated armor resists Sentry. Mortar and Shatter hit harder.

    Armor // Plated

    Plated Machines take 25% less Sentry damage and 25% more blast damage.

    Signature enemy · from wave 11
    The Breacher, rendered from the game: a squat armored block with a glowing red core and heavy side pods. Breacher Breachers are heavy pushers. They wear the shield down twice as fast as Treads and cost 4 integrity if they reach the core.
    The Foundry Breaker, Foundry’s Mega Boss, rendered from the game: a round fortress ringed in white contour plates, violet armor and cyan fins around a dark core.

    Mega Boss · waves 40 and 77

    Foundry Breaker

  3. 03 / 04 Finish Foundry to open

    Relay Yard

    Insulation resists Arc and Lance. Sentry hits harder.

    Armor // Insulated

    Insulated Machines take 25% less Arc and Lance damage and 25% more Sentry damage. EMP still disrupts them.

    Signature enemy · from wave 11
    The Jammer, rendered from the game: a slim black hull with a teal-lit coil at its centre and twin antennae. Jammer While a Jammer is within 2.4 of the core, your guns fire 15% slower. More Jammers do not slow them further. EMP disrupts a Jammer and keeps its own cycle.
    The Relay Breaker, Relay Yard’s Mega Boss, rendered from the game: a long white-and-dark hull with red-lit armor segments down its spine.

    Mega Boss · waves 40 and 77

    Relay Breaker

  4. 04 / 04 Finish Relay Yard to open

    Fragment Works

    Blast lining resists explosions. Arc and Lance hit harder.

    Armor // Blast-Lined

    Blast-lined Machines take 25% less blast damage and 25% more Arc and Lance damage.

    Signature enemy · from wave 9
    The Hive, rendered from the game: a wide grey carrier of three hulls studded with glowing amber launch bays. Hive A destroyed Hive releases three Gnats: small, fast Machines that carry its lining. Gnats release nothing. A Hive that reaches the core costs 2 integrity.
    The Fragment Breaker, Fragment Works’s Mega Boss, rendered from the game: a heavy dark hull with an orange starburst core and drill-tipped arms on both sides.

    Mega Boss · waves 40 and 77

    Fragment Breaker

Stronghold on iPhone in portrait with its console HUD: Core Perimeter, wave 40 of 77, the Bastion Breaker Mega Boss beside the core with an Armor Relay linked to it, a Mender pack in the corner, and four evolved weapons in the arsenal.
Mega Boss // Wave 40
Core Perimeter, wave 40: the Bastion Breaker Mega Boss rushes the core and takes a direct Siege Shot.

04 Difficulty

Three difficulties

Chosen per level before a run. Stronghold’s difficulties are its own: the same level, with tougher or gentler Machines and a stronger or weaker shield.

  1. 01

    Relaxed

    Machines have 30% less health and wear the shield down 30% slower. The shield is 30% stronger.

    Leaderboards
    Unranked
  2. 02

    Standard

    The level as tuned.

    Leaderboards
    Ranked
  3. 03

    Hard

    Machines have at least 25% more health and wear the shield down 50% faster. The shield is 20% weaker.

    Leaderboards
    Ranked
    Unlock
    Clear this level to unlock Hard.

05 Drafts

Draft the arsenal

49 upgrades in the pool, including five evolutions: Crossfire, Thunderstorm, Cluster Barrage, Breach Lance, and Firestorm.

A draft follows waves 1, 2, 3, 5, 7, and 10, then every three waves from wave 13 to wave 76. Each one offers a handful of upgrades; you pick one.

Optional draft actions

  • Reroll
  • Banish
  • Focused Requisition
  • Expanded Draft

These cost Intel; choosing an upgrade is always free.

Endless has no draft purchases.

06 Events // Medals // Workshop

Events, medals and the Workshop

Some waves carry an event (waves 12, 15, 18, 22, 25, 28, 32, and 38 of a level): meet its goal for a reward. Clear a level under a medal’s condition to earn it, and medals unlock Workshop perks.

Events

  • Bounty

    A marked Treads arrives 6 seconds in. Destroy it before it reaches the shield, or the core once the shield is down, to earn +10 shield (or +2 integrity once the shield is down).

  • Clean Sweep

    Finish the wave without the shield losing strength (or the core losing integrity, once the shield is down) to fully charge Overdrive.

  • Rapid Response

    Clear the wave within 20 seconds of the last Machine arriving to earn +2 integrity (or +5 shield if integrity is full).

Medals

  • Unbroken

    Clear the level without the shield falling.

  • No Repairs

    Clear the level without choosing a repair.

  • Purist

    Clear the level with your starting core as the only damage weapon.

Workshop perks

Three perk slots open as you earn medals: the first from the start, the second at 6 medals, and the third at 12 medals. The Daily Defense runs without perks.

  1. 1 medal Reinforced Shield +10 shield: the run's shield starts full at a higher maximum.
  2. 3 medals Repulse Drill Repulse cooldown is 10% shorter. Stacks with drafted recharge upgrades.
  3. 5 medals Primed Overdrive Overdrive starts 50% charged, so it is that much closer to ready when it unlocks.
  4. 7 medals Siege Drill Siege Shot cooldown is 10% shorter. Stacks with drafted recharge upgrades.
  5. 9 medals Field Medic Clearing wave 10 restores +4 core integrity, once. It does not count toward the core bonus.
  6. 12 medals Veteran Core The run starts with the EMP installed as support. It does not use a pick.

07 Endless // Daily Defense

Past the last wave

Two ways to keep going, each with Game Center leaderboards: four Endless boards (one per level) and a Daily Defense board.

From wave 78

Endless

Bosses
Every 10 waves, from wave 80
Mega Boss
Wave 120, then every 40 waves
Drafts
Every 5 waves
Events
On waves ending in 2 or 7

Clear a level's wave 77 and choose CONTINUE INTO ENDLESS to keep the same defense going until the core falls. A boss comes every 10 waves, a Mega Boss with its relays on wave 120 and every 40 waves after, a draft after every 5 waves, and an event on waves ending in 2 or 7. Machines grow tougher every wave. Existing banishes carry over; Endless has no draft purchases. The best wave you clear ranks on the level's Game Center endless board; Relaxed runs are unranked. No Intel is paid past wave 77.

New each day · midnight UTC

Daily Defense

Difficulty
Standard (fixed)
Starts
Wave 1, on past wave 77 until the core falls
Perks
None

One defense a day, the same seed and level for every player: Standard difficulty, any starting core. It starts at wave 1 and carries on past wave 77 until the core falls. Play it as often as you like; your best attempt ranks on the day's Game Center board, and a new defense starts at midnight UTC. No Intel, and it never touches your levels' saved defenses.

08 Basic Training

Stronghold Basic Training

Six short lessons teach Stronghold’s controls, one at a time.

  1. Automatic Fire

    Your fortress fires automatically. Protect its shield and core.

  2. Choke Point

    Tap Deploy Choke Point to deploy the triangles together.

  3. Repulse

    Machines are too close. Tap Repulse to push them back.

  4. Siege Shot

    Tap Siege Shot, then tap the marked target. You can also drag from the button.

  5. Surge

    These Machines are rushing your core. Repulse is refilled for practice. Tap Repulse to stop their rush.

  6. Overdrive

    Overdrive is ready. Tap it to make your weapons fire faster.

Coming November 2026 for iPhone and iPad

Hold the core.

Four levels, five starting cores and a swarm from every side.

Next // Field Guide How it plays The Wave Defense loop, Supplies, Commander abilities and the late game.