Ironhold Siege
Ironhold Siege is the kind of tower defence we keep coming back to. Instead of a single path, you manage supply routes that feed your towers, so losing a lane means losing firepower somewhere else. That one twist turns every map into a real puzzle about priorities rather than just stacking turrets at a chokepoint.
The pacing is slow on purpose. You get time to plan between waves, move units, and reroute supply, and the pause menu is clean enough that stopping to think never breaks the mood. On a phone the drag-to-build system works surprisingly well once you learn to zoom with a pinch.
Our only gripe is that the first few maps are too gentle, and the game only shows its depth around the sixth mission. Stick with it. By the mid-campaign you are making genuinely tough calls about which lane to sacrifice, and that is exactly what a good strategy game should do.
What we liked
- Supply lines make lane choices matter
- Generous planning time between waves
- Clean pause-and-rethink interface
