Hold the line. Then take theirs.

Ringhold is a fast, node-based real-time strategy game about defending, expanding, and overwhelming your rivals.

Build your frontier one fortress at a time. Hold back relentless raids, fortify captured territory, and push across the map to conquer enemy strongholds. Easy to learn, deep to master, and perfect for a quick session that somehow turns into an hour.

Born from a hobby project, Ringhold became the strategy game I always wished existed: something tactical and satisfying, without demanding an entire evening.

Gameplay

Drag to send armies between forts. Hold to charge a larger push, or shift-select multiple strongholds and coordinate attacks across the battlefield.

Every captured node matters.

Build farms to grow troops, walls and towers to defend chokepoints, and barracks to train elite units that punch through enemy defenses.

Upgrade buildings through three tiers, then evolve them into specialised structures:

  • Keeps anchor your empire
  • Bunkers absorb punishment
  • Turrets and cannons dominate territory

Battles play out directly in the lanes. Armies collide head-on, walls grind invasions to a halt, and unclaimed territory blocks movement entirely, meaning positioning and depth become part of your strategy.

Victory is about counters, timing, and momentum:

  • Mass armies overwhelm exposed positions
  • Armoured barracks troops crack fortifications
  • Walls stall rushes and create space for towers to work

Simple rules, surprisingly deep strategy.

Game Modes

  • Campaign. A ladder of missions from small skirmishes to total war, easing you in and steadily turning the screws.
  • Freeplay. Endless escalating raids. Outlast them for a high score, or capture every enemy seat for total conquest.
  • Skirmish. Symmetric duels and free-for-alls, 2 to 4 players, against AI warlords with distinct personalities. Last fortress standing wins.

Three difficulties tune both the pressure and how fast the enemy moves. Prefer to watch? Hand the reins to the autopilot and co-pilot when you feel like it.

Features

  • Procedurally generated island maps, a fresh battlefield every game
  • Real-time, but pause any time to plan
  • Tower Defense style gameplay
  • A built-in tutorial and a tech tree you can actually feel out
  • Plays with mouse or touch, desktop and mobile
  • Made solo, in TypeScript and PixiJS, for the love of it
  • Feedback welcome

This is a one-person passion project and still growing. If something feels off or you find a bug, I want to hear it!

Development log

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