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Endless Siege Tower Defense Game

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This is a fun tower defense game where players can lay towers on any square of the playing field other than on the path enemies walk down. Each day this game offers a new map, which helps keep the game fresh and add variety to the game.

The day to day variation of the maps and the depth of gameplay has led some friends to hold regular tournaments based on this game. 🙂

  • Select a tower and choose which square you would like to lay it on, or you may choose which tower to upgrade if you already have towers laid in the playing field.
  • Repeat the above until you have spent most of your money.
  • Click on the red “next wave” button when you are ready for the next round of enemies to enter the screen.
  • After the enemies have been killed off build new towers or upgrade existing towers then press “Next Wave” to start the next round. You can also upgrade or lay towers in the middle of battle, though it is recommended to pause the game to do so if you are switching which towers you lay or upgrade so you do not make time rushed mistakes.

Overall

Design

Difficulty

Replay

Play Endless Siege Tower Defense Game Online

You can play this free online base defense game by clicking in the window below.

Alternatively children and adults can play this castle defense strategy game online as a web application here.

Endless Siege Orc Enemy Wave Battle Strategy Game Play Instructions

How to Play

Lay and upgrade towers to do maximum damage to the enemies so they are killed off before they make it to the exit.

  • Starting the Game
    • Click on the yellow play button.
    • On your first play through it will offer you a guided tour where it has you…
      • place a ballista tower on the map
      • click the Next Wave button to have the first wave of orcs enter the screen
      • upgrade the tower
      • use the game speed control
      • then start a new game from scratch by clicking the Play button.
    • On subsequent plays in the browser you will not have the guided tour.
    • Your web browser stores you high score automatically.
  • Game Maps
    • Each day the map of the playing field changes. As it changes, so too should your strategy for where to place towers.
      • In general the most potent places to lay towers are either places where they can reach enemies at multiple different locations on the path, or in the locations of the map where the enemies pass by twice.
      • Some enemies regenerate their health, so it is helpful to put strong towers in close proximity to one another rather than stretching your towers throughout the length of the map.
      • Typically it makes sense to place towers closer to the beginning of the game.
  • Game Controls
    • Mouse
      • When you want to summons the next wave of enemies click this button. Be sure you do not accidentally click it twice or click it too early or else you will have multiple waves come at once, which will typically overwhelm your defenses.
      • Across the top of the screen there is…
        • A blue menu button (which brings up a menu allowing you to restart the game, turn sound on or off, and turn music on or off).
        • Your kill score.
        • Your current coin savings you can spend on towers.
        • A heart container representing how many lives you have. Each enemy which escapes the screen takes a life.
      • Across the bottom of the screen there is…
        • The four basic tower types.
        • A game pause button.
        • A 1X 2X 3X button which controls game speed.
        • An auto or manual button which sets how subsequent rounds will begin.
          • If set to auto the game is an unending stream of enemies.
          • If set to manual you get a break in between rounds.
          • If you switch from manual to automatic mode in the middle of a level you will still need to manually initiate the subsequent level & then it will be automatic thereafter.
    • Touchscreen
      • Use your finger like a mouse.
  • Tower Types
    • The game has 4 basic tower types: ballista, torch, cannon and time warper.
    • The complexity is much higher than it would seem based on that limited number of towers as all 4 tower types have 3 core upgrade tiers & then within each tier there are 10 levels (though the time warper has 5 levels).
      • When you change a tower level the “Lvl Up” button shows the cost of leveling up. Clicking the “Show Info” button shows how much your attributes will improve.
      • The function of the tower stays the same as you level up, though when you upgrade across tiers it can dramatically alter how the tower functions.
        • The default ballista tower is quite weak, but becomes a formidable weapon after the first upgrade.
        • Upgrading the torch turns it into a tesla coil that zaps enemies. Upgrade it again and it turns into a plasma blaster.
        • Upgrading the cannon turns it into a mine layer. Upgrade it again and it turns into a rocket launcher.
        • The time warp slows down the walking speed of enemies when it is on the first level. On the second level it temporarily freezes enemies. On the third level it acts like a physical warp which puts enemies back to an earlier place in the level rather than slowing them down as they pass it.
        • Towers are covered in more detail below.
  • Strategy
    • Start of the game
      • The cannon is too slow to use for the first half-dozen to dozen rounds of enemies.
        • Typically I like to use torch or ballista towers which I aggressively upgrade as fast as I can at the start of the game.
        • If there are turns where the enemies pass by multiple times I often put a number of torch towers there.
        • If the path is fairly straight and enemies do not loop around I start with ballista towers.
      • Until you have at least 4 or 5 fully upgraded towers it typically makes sense to not build any time warp towers.
        • When you do build time warp towers you typically want them in close proximity to where most of your shooting towers are located.
    • Play speed
      • This game is not timed, so you can take your time in between waves to figure out where you want to place towers.
      • If the game is tedious and boring in the early levels you can adjust the game speed to X2 or X3 & you can also set the manual vs automatic button to automatic so subsequent enemy waves come automatically.
        • You can pause the game in the middle of a round to stop enemy movement, adjust game speed & either lay new towers or upgrade existing ones.
    • Tower build locations
      • In general I prefer to build attack towers in places where they will be able to hit enemies multiple times along the path, that way if you upgrade the tower heavily you are building a tower which serves you twice.
        • You can see how far a tower can reach when you click on it by a red circle around it. As you upgrade a tower it’s reach increases.
        • When an enemy’s path crosses a tower’s shooting radius multiple times it is almost like having a second tower.
        • You can amplify the tower’s power even more by setting level 1 and level 2 time warp towers near it.
      • If possible I like to place towers early in the playing field so that if I have a more rapid speed level selected I can see when enemies are about to escape I can pause the game and see if there are any adjustments I can make like building additional towers near the end of the level.
      • Enemies have various attributes in terms of speed, strength, health regeneration, etc. So it can help to have a mix of towers in the playing field.
        • In most cases I like to have many of the same type of tower near each other so they can effectively attack enemies which are susceptible to that attack strategy.
        • I place level 1 warp towers intermittently near other towers to slow enemies down as they move down the path.
        • I place a few fully upgraded level 3 warp towers near the end of the level so some of the enemies which make it down to them get warped back near the beginning of the stage.
          • I also like to place a few level 1 and level 2 warp towers to slow the enemies down before the exit, which effectively increases the capacity of the level 3 warp towers by slowing down the nearby enemies, so more of them can be warped back to the beginning of the level.
    • Tower upgrade & level strategy
      • If you upgrade a tower across the three classes any level upgrades within a class do no carry forward and do not reduce the cost of purchasing upgrades.
      • If you know you will increase the level of a tower in the future you may not want to upgrade it until after you increased its level.
    • Tower mode
      • When you click on a tower you can adjust its target and strategy.
        • Target: fixed or unfixed, with fixed as the default.
        • Strategy: first, last, closest, weakest, and strongest with first as default.

Endless Siege Attack Tower Statistics and Reviews

Which tower is best? The correct answer is it depends. 🙂

In general the “key” tower in this game is the warper tower collection & using those in conjunction with your attack towers to ensure enemies move slowly past your towers and take a lot of damage.

Below we offer tips and suggestions on tower usage along with the stats for all 5 to 15 levels across all 3 upgrade tiers.

Ballista Towers

Tier 1 Ballista Tower

This tower shoots arrows at nearby enemies. This weapon reloads quickly, though does limited damage until it is decently upgraded. Level ten is up to 19.65 times stronger than level one based on doing 816% more damage, loading almost twice as fast, and having 18% more range.

That compares with a price which is 10.78 times as much as level one, or 978% more, so the “bang for your buck” is about 2:1 in upgrading the tower’s level versus building more weak towers.

Level Damage Reload Range Upgrade Cost Total Cost
1 100 1.00 2.50 N/A 100
2 140 0.95 2.55 50 150
3 188 0.90 2.60 60 210
4 246 0.85 2.65 72 282
5 316 0.80 2.70 86 368
6 400 0.75 2.75 102 470
7 500 0.70 2.80 120 590
8 618 0.65 2.85 140 730
9 756 0.60 2.90 162 892
10 916 0.55 2.95 186 1078

Tier 2 Ballista Tower: Giant Mounted Crossbow

The total cost column in this table does not include the cost of the tier 1 ballista tower as you could upgrade from any level & that could range from 100 to 1078.

This weapon reloads quickly, and does solid damage when fully upgraded. In tier 2 level 10 is up to 17.35 times stronger than level one based on doing 174% more damage, loading over 5 times as fast, and having 15% more range.

That compares with a price which is 4.786 times as much as level one, or 378.6% more, so the “bang for your buck” is about 3.62 in upgrading the tower’s level versus building more weak towers.

Level Damage Reload Range Upgrade Cost Total Cost
1 3400 0.55 3.00 5600 5600
2 3560 0.50 3.05 470 6070
3 3784 0.45 3.10 658 6728
4 4098 0.40 3.15 921 7649
5 4528 0.35 3.20 1290 8939
6 5100 0.30 3.25 1796 10735
7 5840 0.25 3.30 2470 13205
8 6774 0.20 3.35 3343 16548
9 7928 0.15 3.40 4446 20994
10 9328 0.10 3.45 5810 26804

Tier 3 Ballista Tower: Lightning Fast & Powerful Bow

I have not played the game long enough to get to the third upgrade on this tower and play through it, instead I sold off other towers right before dying to figure out its stats. Level 1 of the third tier costs 88,500.

Part of what makes this game challenging is you have to spend treasure as you make it to upgrade your towers to fight off enemies, making it hard to save up ~ 100,000 passively without your defenses becoming too weak to hold back the enemies.

From looking on the stats on this, it doubles the damage but also doubles the reload time from the top tier 2 ballista tower, so it is not worth upgrading a tier 2 level 10 ballista to this tower unless you can afford to spend another 15,000 to 20,000 on other upgrades right away to ensure you make this significantly better than what you already had. Fully upgraded it looks like this will be about 7 times as strong as a fully upgraded Tier 2 ballista tower, though it would cost over 10 times as much.

Level Damage Reload Range Upgrade Cost Total Cost
1 20000 0.20 3.50 88500 88500
2 20100 0.19 3.55 750 89250
3 20300 0.18 3.60 1125 90375
4 20600 0.17 3.65 1688 92063
5 21000 0.16 3.70 2531 94594
6 21500 0.15 3.75 3746 98340
7 22100 0.14 3.80 5425 103765
8 22800 0.13 3.85 7660 111425
9 23600 0.12 3.90 10543 121968
10 24500 0.11 3.95 14166 136134
11 25500 0.10 4.00 18621 154755
12 26600 0.09 4.05 24000 178755
13 27800 0.08 4.10 30395 209150
14 29100 0.07 4.15 37898 247048
15 30600 0.06 4.20 ~ 45000 ~ 292000

Torch Towers

Tier 1 Torch Tower

This tower is a flamethrower. Level ten it is up to 13.075 times stronger than level one based on doing 355% more damage, loading 150% faster, and having 15% more range. That compares to a price which is 7.52 times as much as level one, or 652% more, so the “bang for your buck” is about 2:1 in upgrading the tower’s level versus building more weak towers.

The flamethrower shoots a concentrated flame at a single individual enemy at a time.

Level Damage Reload Range Upgrade Cost Total Cost
1 230 1.5 3.00 N/A 150
2 270 1.4 3.05 50 200
3 318 1.3 3.10 60 260
4 376 1.2 3.15 72 332
5 446 1.1 3.20 86 418
6 530 1.0 3.25 102 520
7 630 0.9 3.30 120 640
8 748 0.8 3.35 140 780
9 886 0.7 3.40 162 942
10 1046 0.6 3.45 186 1128

Tier 2 Torch Tower: Tesla Coils

This tower is a Tesla coil. You can upgrade a tier 1 tower to a tier 2 tower even if the tier 1 tower is less than level 10.

The total cost column in this table does not include the cost of the tier 1 torch tower as you could upgrade from any level & that could range from 150 to 1128.

In tier 2 level 10 is up to 6.84 times stronger than level one based on doing 138% more damage, loading 2.5 times as fast, and having 15% more range.

That compares with a price which is 4.786 times as much as level one, or 378.6% more, so the “bang for your buck” is about 3.62 in upgrading the tower’s level versus building more weak towers.

The zapper shoots across a collection of nearby enemies where they collectively share the damage. This can be beneficial through the first 80 or so levels, but when you get up near level 100 it helps to have some towers which direct all their attack on a single enemy at a time as there are fast moving red enemies that can get past a group attack and the wizards which re-generate their health may not get hit hard enough to die when they are in close proximity and are hit by weaker shared attacks.

Level Damage Reload Range Upgrade Cost Total Cost
1 4300 1.5 3.00 7000 7000
2 4460 1.4 3.05 580 7580
3 4684 1.3 3.10 812 8392
4 4998 1.2 3.15 1137 9529
5 5428 1.1 3.20 1592 11121
6 6000 1.0 3.25 2214 13335
7 6740 0.9 3.30 3040 16375
8 7674 0.8 3.35 4107 20482
9 8828 0.7 3.40 5452 25934
10 10228 0.6 3.45 7112 33046

Tier 3 Torch Tower: Plasma Blaster

I have not played the game long enough to get to the third upgrade on this tower. Level 1 of the third tier costs 96,400.

Part of what makes this game challenging is you have to spend treasure as you make it to upgrade your towers to fight off enemies, making it hard to save up ~ 100,000 passively without your defenses becoming too weak to hold back the enemies.

When I was about to die I paused the game and sold off many other towers to build treasury to buy level 1 of this tower. Here are its stats (at least as far as I could get with the treasure I had left). This tool works great at the end of long pathways where it can hit many enemies.

Level Damage Reload Range Upgrade Cost Total Cost
1 44000 3.00 3.05 96400 96400
2 44333 2.95 3.10 839 97239
3 44700 2.90 3.15 1203 98442
4 45101 2.85 3.20 1806 100248
5 45536 2.80 3.25 2763 103011
6 46005 2.75 3.30 4189 107200
7 46508 2.70 3.35 6199 113399
8 47045 2.65 3.40 8908 122307
9 47616 2.60 3.45 12431 134738
10 48221 2.55 3.50 16883 151621
11 48860 2.50 3.55 22379 174000
12 49533 2.45 3.60 29034 203034
13 50240 2.40 3.65 36963 239997
14 50981 2.35 3.70 46281 286278
15 ~ 51700 2.30 3.75 ~ 60000 346278

Cannon Towers

Tier 1 Cannon Tower

This tower shoots cannonballs at enemies. It is slower to reload than other weapon types, so it is advisable in the early rounds to focus on the other tower types until you get your initial defense base built out. It is still recommended to build some cannon towers though as certain enemies may be more susceptible to different kinds of attacks.

Level 10 it is up to 20 times stronger than level one based on doing 1,140% more damage, loading 22% faster, and having 20% to 30% more range (regular vs explosive). That compares to a price which is 11.684 times as much as level one, or 1,068.4% more, so the “bang for your buck” is a bit under 2:1 in upgrading the tower’s level versus building more weak towers.

Level Damage Reload Range Explosive Range Upgrade Cost Total Cost
1 100 2.00 2.50 1.50 N/A 250
2 160 1.95 2.55 1.55 125 375
3 232 1.90 2.60 1.60 150 525
4 318 1.85 2.65 1.65 180 705
5 420 1.80 2.70 1.70 216 921
6 540 1.75 2.75 1.75 259 1180
7 680 1.70 2.80 1.80 310 1490
8 842 1.65 2.85 1.85 370 1960
9 1028 1.60 2.90 1.90 440 2400
10 1240 1.55 3.00 1.95 521 2921

Tier 2 Cannon Tower: Mine Dropper

This shifts from being a cannon to laying mines for the enemies to run over. Once you upgrade the reload time is slower and range falls as well. However the explosive range continues to grow and the damage is almost triple a tier 1 level 10 right off the bat & goes up to over 10 times as much damage as a tier 1 level 10.

Level 10 it is up to 5.4 times stronger than level one based on doing 297% more damage, loading 18.37% faster, and having 22.5% more explosive range (while having the same regular range). That compares to a price which is 4.3678 times as much as level one, or 367.84% more, so the “bang for your buck” is slightly over 1:1 in upgrading the tower’s level versus building more weak towers.

I like to put some level 2 ballista towers and level 2 cannon towers in the middle of the level after the initial wave of towers so that fast enemies and enemies which re-generate health are under focused attack. Note that for level 2 torch or ballista towers they shoot in a circular radius, so putting them on the inside edge of corners increases their effective attack time, whereas the level 2 cannon throws mines on the nearby path, so it is ok if the level 2 cannon tower is on the outer side. One thing to be careful of with level 2 cannons is if you place them in a congested location near multiple paths you can’t be certain which path the mines will land on, which can have big strategic implications on your attack profile.

Level Damage Reload Range Explosive Range Upgrade Cost Total Cost
1 3287 2.55 2.5 2.00 10000 10000
2 3744 2.50 2.5 2.05 750 10750
3 4351 2.45 2.5 2.10 1050 11800
4 5111 2.40 2.5 2.15 1470 13270
5 6027 2.35 2.5 2.20 2058 15328
6 7102 2.30 2.5 2.25 2862 18190
7 8339 2.25 2.5 2.30 3930 22120
8 9741 2.20 2.5 2.35 5310 27430
9 11311 2.15 2.5 2.40 7050 34480
10 13052 2.10 2.5 2.45 9198 43678

Tier 3 Cannon Tower: Rocket Launcher

I have not played the game long enough to play the third upgrade on this tower during regular play. Level 1 of the third tier costs 103,000.

Part of what makes this game challenging is you have to spend treasure as you make it to upgrade your towers to fight off enemies, making it hard to save up ~ 100,000 passively without your defenses becoming too weak to hold back the enemies.

When I was about to die I paused the game and sold off many other towers to build treasury to buy level 1 of this tower. Here are its stats (at least as far as I could get with the treasure I had left).

Level Damage Reload Range Explosive Range Upgrade Cost Total Cost
1 48000 3.00 3.0 1.75 103000 103000
2 48333 2.95 3.1 1.80 950 103950
3 48700 2.90 3.2 1.85 1425 105375
4 49101 2.85 3.3 1.90 2138 107513
5 49536 2.80 3.4 1.95 3206 110719
6 50005 2.75 3.5 2.00 4746 115465
7 50508 2.70 3.6 2.05 6875 122340
8 51045 2.65 3.7 2.10 9710 132050
9 51616 2.60 3.8 2.15 13368 145418
10 52221 2.55 3.9 2.20 17966 163384
11 52860 2.50 4.0 2.25 23621 187005
12 53533 2.45 4.1 2.30 30450 217455
13 54240 2.50 4.2 2.35 38570 256025
14 ~ 55000 2.55 4.3 2.40 ~ 48000 ~ 304000
15 ~ 55750 2.60 4.4 2.45 ~ 60000 ~ 364000

Time Warper Towers

The time warp towers are the most important towers in the game. Without them it is nearly impossible to get to level 100, though with them you can last much further. By slowing down the enemies while they are near powerful attack towers you effectively double (or more) the strength of the associated towers as the enemies are exposed to the damage far longer.

The first two tiers of time warper towers are cheap, with a level 5 of tier 1 only costing 1019 and a level 5 of tier 2 only costing a total of 2374 (inclusive of the 500 to lay a tier 1 tower before upgrading it). On a relative basis those numbers are tiny compared to the roughly 27,000 to 44,000 a maxed out tier 2 tower of other builds would cost. And the other towers can cost 300,000 to 400,000 to max out in tier 3.

Tier 1 Time Warper Tower: Make Enemies Walk Slower

This tower is not directly a weapon, but rather slows down enemies so they must run past your other towers for longer durations of time. The upfront cost of this tower is more expensive than the other towers in the game, however there are only 5 upgrade levels, making the all-in cost quite cheap. As you upgrade the tower’s level the range and intensity increase, however the slowdown duration and load time remain the same.

The intensity or impact on level 5 is 2/3 greater than the impact on level 1 & the range is 26.67% greater as well, making the bang for your buck roughly 1:1 on upgrading. However this is a tower which ultimately has a multiplier effect on your other towers. If you put one of these near some other offensive towers which are powered up you dramatically increase the amount of time enemies walk past the other towers & on level one the max cost to do this is 1019, which is far less than some of the other towers which can cost thousands to tens of thousands each. No matter how much you upgrade level 1 time warp towers they have a limited range, so you want to be rather strategic with where you place them.

I like to place them either where an enemy crosses multiple times or on the inside corners of L or U shaped paths so enemies have to walk past them for an extended period of time by being exposed to their force on 2 or 3 sides. I also like them to be in front of attack towers and sometimes I will put two in a row or place them on both sides of the path across from each other.

Level Intensity Duration Reload Range Upgrade Cost Total Cost
1 1.2 1.5 2 1.5 N/A 500
2 1.4 1.5 2 1.6 100 600
3 1.6 1.5 2 1.7 120 720
4 1.8 1.5 2 1.8 144 846
5 2 1.5 2 1.9 173 1019

Tier 2 Time Warper Tower: Freezing Tower

This tower operates roughly like the tier 1 Time Warper tower with the exception of having much higher intensity, 66.7% longer duration, 50% slower reload time, and 74% longer range. Rather than causing orcs to walk more slowly it temporarily freezes them in place. You can lay multiple of these in a row where you have a lot of firepower to ensure the orcs are there to get hit for an extended period of time. These can also be used in conjunction with tier 1 towers to create a web of slow or frozen walking for maximum damage.

The intensity impact of level 5 is 13.75 times greater than level 1 and the range is 32% longer, yielding a cumulative benefit of 18.15 times as much. Level 5 costs 134.25% more than level 1, so the bang on your buck in upgrading here is around 7.75, which is massive.

Some enemies are susceptible to level 1 time warper towers while other enemies are not. Therefore anywhere it is worth having some level 1 time warper towers you should also have a level 2 time warper tower. Given the increased range, these towers can be laid a square away from the path and still have a large impact, whereas level 1 towers should be laid right next to the path.

Level Intensity Duration Reload Range Upgrade Cost Total Cost
1 1.2 2.5 3 2.5 800 800
2 1.5 2.5 3 2.7 200 1000
3 6.5 2.5 3 2.9 240 1240
4 11.5 2.5 3 3.1 288 1528
5 16.5 2.5 3 3.3 346 1874

Tier 3 Time Warper Tower: Teleporter Warper

This Time Warper tower acts nothing like the other two time warper towers. The first two towers act a bit like tar or mud or ice which slows down or temporarily stops nearby enemies. This tower, on the other hand, sucks in nearby enemies and places them further back up the board. It makes sense to lay some of these near the end of the board to catch enemies who were about to leave the battlefield and put them back near the beginning of the level. You could also lay some Tier 1 or Tier 2 warp towers near these to help slow down enemies long enough to allow this to recharge and spit the enemy back up further into the level.

Level 5 move enemies back 133% more and reloads 40% faster. This would give level 5 a value of roughly 3.9 times that of a level 1. Unfortunately level 5 costs 7.31 times more than a level 1 (& if you include the 500 + 800 costs for laying lower tiers of each in for both it still costs 4.58 as much).

Due to the rough cot to value parity when earlier levels are upgraded the strategy with these really depends on where your other offensive towers are located. If your other offensive towers are located late in the level it could make sense to have many of these, whereas if most of your attack power is located early or middle in the level it could make sense to only have 2 or 3 of these fully upgraded.

You do not want to lay any of these early in the level and if you decide to fully upgrade some then it does not make sense to lay other level 3 towers unless you plan on fully upgrading them as well. Once an enemy has been teleported once they gain a purplish hue which prevents you from being able to teleport them again, so if you “spend” that teleport on a weaker tower which only places them back 1/3 the level before the enemy gets to the stronger tower which moves enemies back the full length of the level then the weaker tower negates the upgrade spend on the stronger towers.

Level Distance Reload Range Upgrade Cost Total Cost
1 15 5 3.5 1700 1700
2 20 4.5 3.5 2000 3700
3 25 4 3.5 2400 6100
4 30 3.5 3.5 2880 8980
5 35 3 3.5 3460 12440

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Endless Siege Game Screenshots

Endless Siege Tower Defense Welcome Screen Screenshot.
Endless Siege Tower Defense Game Screenshot.
Endless Siege Tower Defense Cannon Basics Screenshot.
Endless Siege Tower Defense Cannon Details Screenshot.
Endless Siege Tower Defense Gameplay Screenshot.
Endless Siege Tower Defense Screenshot.
Endless Siege Torch Radius Screenshot.
Endless Siege Tower Defense Game Over Screenshot.

Mobile Friendly Cross Browser Support

This game is rendered in mobile-friendly HTML5, so it offers cross-device gameplay. You can play it on mobile devices like Apple iPhones, Google Android powered cell phones from manufactures like Samsung, tablets like the iPad or Kindle Fire, laptops, and Windows-powered desktop computers. All game files are stored locally in your web browser cache. This game works in Apple Safari, Google Chrome, Microsoft Edge, Mozilla Firefox, Opera and other modern web browsers.

Where To? What Next?

This game was published in these categories: Base Defense. You can visit any of them to select other fun games to play.

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This game was published using our teamwide Plays.org account. If you have any comments, questions, concerns, or others (are there others even???) you can use the comments below to send along your 2 cents and help us improve the site further :) Your 2 cents plus 3 cents will buy you a nickel, but if your comments are genuinely useful and/or helpful and/or funny and/or memorable in a good way, we will probably say thanks :D

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19 comments on "Endless Siege Tower Defense Game"

  • Joey says:

    Endless Siege is an engaging tower defense game. As the name suggests, there is no end to the hordes of orcs you face. To survive, you must line key choke points with various turrets. Each enemy you slay adds money to your treasury. You can use this to build more turrets and upgrade them. Note that the hordes of orcs get more powerful as you play along. Keep playing until you’ve run out of lives or resources to defend against the hordes.

    The best part of this game is that each day brings a new challenge. The map cycles around every day, which brings new tactical challenges. Don’t expect to use the same strategy and configuration in each map. Although simple, it is an engaging and addictive tower defense game.

  • nate says:

    Fun game that is challenging, however it would be great to be able to go back and play the older maps as some are way more fun or challenging than the other ones. It’s not possible to fully play every map enough before the next day kicks in.

    • Plays.org Plays.org says:

      Thanks for the feedback Nate. I sort of share your frustration there, but also that is part of the charm of the game which makes it so fun to keep coming back to & checking out each day.

  • Play Tester says:

    As of 2023-01-16, the numbers presented in the tables here do not match those in the game.

  • Drakulje says:

    Well…
    Game is not fair… When u set to shoot on first… ballista don’t shoot on first… :S
    Not rarely that is reason why some mobs get thru…
    Pleaseeeee solve that problem… :S

  • Bruce says:

    For the other nerds out there strategy searching, this is what I’ve found with a week of messing around (using this guide):

    Don’t forget the extremely OBVIOUS ‘Theories’ (sounds dumb, but theres a ton of optionality in this game, use simple rules to keep your head)
    1. Damage sooner is better than damage later (the earlier they are damaged the less likely they are to make it to the end)
    2. Damage of the same kind is better together (place range near each other for killing strong singles, cannons near each other to kill fast runners, with time warp between)
    3. Slowing something down is as good as increasing damage. Cheaper to slow something down than to upgrade a tower. To make it lvl90+ about half your towers will be time warps. You won’t be able to afford more than 3-5 high level towers anyway. So focus on those, and let time warpers do the work.
    4. Don’t buy towers too early! Your total gold is limited no matter how you play. The game is designed to get harder as it goes on, you’ll feel like you are 3 rounds shy of an upgrade, constantly. PLAN AHEAD. (Do not level up towers 1-10 if you’re going to upgrade them to the next tier soon. Say I have one lvl 10-Tier 2 fire tower, and I want a Tier 3. I will leave the lvl 10-Tier 2 forever, and place a new one to make a Tier 3. It saves you all the lvl 1-10 gold that depreciates in resale value ea round)
    5. Each map is different, don’t be afraid to try new strategies, or bail on a losing strategy and start over! Sometimes I try more multi-fire towers, sometimes I try focusing on single-ranger towers. Just depends.

    ***My advice, but may be wrong as I am not an expert and can’t hit lvl 150+ yet***
    1. Mine cannon will take care of the speedy goblins/red guys until lvl 85+. They are weak to cannons, and 1 will take them all out usually. Do NOT make too many mine cannons. They are expensive for how slow the reload is. 1-2 is the sweet spot in my opinion.
    2. Lvl 80+ is where INDIVIDUAL DAMAGE beats MULTI DAMAGE. Their HP is just too high to be affected by fire beams/cannons. Need at least 2 Tier 3 crossbows to hit lvl 100+. You’re goal is to kill 1 enemy quickly, not all enemies slowly (give or take but thats the idea when it gets hard)
    3. Tier 2 time warps aren’t super useful. Max of 2 on a map usually, sometimes 0-1. Tier 1 do great, and Teir 3 is only near the end to tele them back to the front.
    4. Think of the maps in stages. STAGE ONE: Multi DAMAGE —– STAGE TWO: MINES: Tier 1 fire/crossbows —– STAGE THREE: Crossbows, with 1-3 Tier 3’s and rest Tier 2 if you can afford —– END: 1-2 Teleport time warps to get a few sent back to the start.

    Hope this helps guys, this game is a lot of fun and it’s like a mental exercise – only downside is there’s like no strategy online aside from this page.

  • Bruce (Edit) says:

    For the other nerds out there strategy searching, this is what I’ve found with a week of messing around (using this guide):

    Don’t forget the extremely OBVIOUS ‘Theories’ (sounds dumb, but theres a ton of optionality in this game, use simple rules to keep your head)

    1. Damage sooner is better than damage later (the earlier they are damaged the less likely they are to make it to the end)

    2. Damage of the same kind is better together (place range near each other for killing strong singles, cannons near each other to kill fast runners, with time warp between)

    3. Slowing something down is as good as increasing damage. Cheaper to slow something down than to upgrade a tower. To make it lvl90+ about half your towers will be time warps. You won’t be able to afford more than 3-5 high level towers anyway. So focus on those, and let time warpers do the work.

    4. Don’t buy towers too early! Your total gold is limited no matter how you play. The game is designed to get harder as it goes on, you’ll feel like you are 3 rounds shy of an upgrade, constantly. PLAN AHEAD. (Do not level up towers 1-10 if you’re going to upgrade them to the next tier soon. Say I have one lvl 10-Tier 2 fire tower, and I want a Tier 3. I will leave the lvl 10-Tier 2 forever, and place a new one to make a Tier 3. It saves you all the lvl 1-10 gold that depreciates in resale value ea round)

    5. Each map is different, don’t be afraid to try new strategies, or bail on a losing strategy and start over! Sometimes I try more multi-fire towers, sometimes I try focusing on single-ranger towers. Just depends.

    ***My advice, but may be wrong as I am not an expert and can’t hit lvl 150+ yet***

    1. Mine cannon will take care of the speedy goblins/red guys until lvl 85+. They are weak to cannons, and 1 will take them all out usually. Do NOT make too many mine cannons. They are expensive for how slow the reload is. 1-2 is the sweet spot in my opinion.

    2. Lvl 80+ is where INDIVIDUAL DAMAGE beats MULTI DAMAGE. Their HP is just too high to be affected by fire beams/cannons. Need at least 2 Tier 3 crossbows to hit lvl 100+. You’re goal is to kill 1 enemy quickly, not all enemies slowly (give or take but thats the idea when it gets hard)

    3. Tier 2 time warps aren’t super useful. Max of 2 on a map usually, sometimes 0-1. Tier 1 do great, and Teir 3 is only near the end to tele them back to the front.

    4. Think of the maps in stages.

    STAGE ONE: Multi DAMAGE
    STAGE TWO: MINES: Tier 1 fire/crossbows
    STAGE THREE: Crossbows, with 1-3 Tier 3’s and rest Tier 2 if you can afford
    END: 1-2 Teleport time warps to get a few sent back to the start. Hope this helps guys, this game is a lot of fun and it’s like a mental exercise – only downside is there’s like no strategy online aside from this page.

    • Plays.org Plays.org says:

      Great tips Bruce.

      I think one of the reason individual damage trumps multi-damage in later stages like that is the wizards regenerate HP quickly, so they need to get a concentrated dose of firepower to defeat before they regenerate health. And this can be where the slowing towers which worked well early in the game can almost work against you, because if you bunch up a big clump of enemies by slowing them down and are doing multi-damage across the wide swath of enemies it isn’t quite enough damage to take out the wizards, which repeatedly restore their own health & the health of the other monsters near them.

      One of the other important tips for cannon placement is to try to place some of them where they are near slowed down enemies *AND* in locations where they can hit enemies multiple times at different spots along the journey, so that it is almost like having twice as many towers.

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