DisponibleTower defense & manual fire · iOS and Android

The turrets hold the lane. The rest is on you.

A tower defense you do not just watch. Hold your finger down: the cannon aims, heats up and fires. Between waves a build window opens and you place your turrets. Then the next wave comes down the lanes, and you have to cover what the turrets cannot see — the jammer they ignore, the runner too fast for them, the flyer no mortar will ever catch.

Le logotype Hold Fire : HOLD au-dessus de FIRE en capitales larges, dégradé du violet au magenta, séparés par un filet pointillé et un petit réticule
100
waves
10
sectors
22
enemies
5
turrets
12
pacts
17
modules

How it plays

Firing is a decision, not a reflex

Every wave asks a question your turrets cannot answer on their own.

  • Cores

    At the heart of every magenta enemy sits a white dot: that is what you aim for. It takes three times the damage. One placed shot is worth ten loose ones.

  • Overheating

    The cannon heats up as long as you fire. Knowing when to stop is part of shooting.

  • Ten bosses

    A brand new enemy type every ten levels, then a boss that pushes to the extreme what it just taught you. At the end: the Leviathan.

  • Five turrets

    Gatling, mortar, anti-air, tesla, missiles. None of them covers everything: either the whole line holds, or nobody does. Every level gained changes their silhouette.

  • A pact after every boss

    Three bargains on offer, one signed, and it stays with you until the end of the run. More damage for less range, gold for hit points. Nothing comes free.

  • Every run counts

    Waves reached earn fragments, fragments buy permanent modules. The next run starts higher.

A hundred waves, in pictures

Une vague en cours : des ennemis magenta descendent le couloir vers la base, tourelles cyan de part et d'autre, canon en bas de l'écran
Le canon au niveau maximum et une tourelle de niveau 3, grossis dans deux loupes : leur apparence change avec le niveau
Le tir du canon sur le noyau blanc d'un ennemi, qui encaisse trois fois plus de dégâts
Un boss hexagonal magenta au milieu des couloirs, face aux tourelles cyan

The field

A wave is coming. Here is what you see.

Enemies come down the lanes towards your base. Your turrets fire on their own; your cannon is waiting for you.

  1. Your base — What has to stay standing. An enemy that reaches it costs you hit points.
  2. Your cannon — Hold your finger down: it aims, heats up and fires. The only weapon you control.
  3. Your turrets — Placed between waves on the free slots along the lanes. They fire by themselves, but they do not see everything.
  4. The core — The white dot at the heart of the enemy takes three times the damage. One placed shot is worth ten loose ones.
  5. The entrance — Waves come in from the top of the screen. A hundred waves, ten sectors, and the Leviathan at the end.

Privacy

No account to create, nothing to configure

The game runs offline and your progress — best score, fragments, modules, settings — stays on your device. Hold Fire is free and funded by advertising: every three waves, an ad may appear at the start of the build phase, with the game frozen — never in the middle of a wave — and another when you return to the home screen, at most once every three runs. The two rewarded videos are always your choice: resume the wave you fell on, or double your fragments at the end of a run. Watching an ad never makes your cannon stronger. Run statistics and crash reports are sent to Firebase (Google) to balance the game and fix errors.

The first wave is waiting

Version 2.0 brings a new neon identity, a soundtrack that follows the run — build, wave, boss — and turrets that change their look at every level. Hold Fire is available on the App Store and Google Play, in French, English, Spanish, Japanese and Korean.

← Unsere Kreationen