
Iron Dome
Magazine-fed workhorse. Cheap per shot, fast to reload, everywhere you need it.
Waves of rockets, drones and fire balloons are inbound on your cities. You have a budget, a radar picture, and seconds to decide what gets intercepted - and what burns.
IronGrid is not about building a maze. It is about reading a radar picture under pressure and spending limited money on the right intercepts.
Every contact has a speed, an altitude and a target. The minimap sweep tells you what's coming. The trajectory tells you when.
You can't shoot everything. A rocket aimed at open desert is a gift. A splitter over your factory is a crisis.
Auto mode handles the routine. The hard shots you take yourself - click the threat, lead the target, spend the missile.
Every launch costs money. Factories print it, upgrades sharpen it. Sell, reposition, harden - before the next wave.
Cheap mass for cheap threats. Precision for the fast movers. Industry to pay for both. Every sprite below is straight from the game.

Magazine-fed workhorse. Cheap per shot, fast to reload, everywhere you need it.

Bigger reach, bigger price. Covers the gaps Iron Dome can't stretch to.

The splitter killer. Reaches what nothing else can - kill it high, or fight five warheads low.

No projectile. No miss. Hold the lock and the beam ends whatever it's holding - if it stays in envelope.

Prints the money that keeps your tubes loaded. Can't be built near cities. Enemies know it's there.
Six threat families, each demanding a different answer. The grid that stops one gets shredded by another. All sprites animated from the actual game sheets.
Cheap, slow, and never alone. Ignore the ones falling short - that's the whole skill.
Faster, meaner, flatter arc. The window to intercept is short and closing.
One track becomes five on terminal descent. Kill it high with Arrow - or drown.
Weaves a sine path that breaks lazy intercept solutions, then rushes the city.
Circles your city launching missiles from orbit - then dives in itself. Rude.
Slow, cheap, almost harmless. Ignore it - and learn exactly why you shouldn't.
Every unit carries a Codex entry: the pixel version on one side, the real-world system that inspired it on the other - honestly labeled, from REAL to FICTIONAL.
Your first battery and your last line. 4-round magazine, cost per shot, manual fire on right-click for when auto mode picks the wrong missile.

An operational short-range interceptor with a ~90% claimed success rate, built to decide mid-flight which incoming rockets actually threaten lives.

From your first manual intercept to the wave that finally breaks you.
Place a battery, take manual control, make your first intercept, and keep a factory alive through one long minute of pressure.
Multi-phase attack waves and survival timers that feel three seconds too long. Fail, retry with a penalty economy, adapt, push on.
The spawner never stops accelerating - speed, altitude, burst size. Your best layout against a curve with no ceiling.
Attack and defend with your friends - one side launches the waves, the other scrambles to intercept. See who is the best general.
IronGrid started with a question: can a tower defense game make you feel the tension of a real intercept decision? We've been answering it ever since - one system, one sprite, one playtest at a time.

The mind behind the concept - defense tech background, operational instincts, and the vision that connects the game to the real world. The glue between the team, the tech, and everything outside the codebase.

The engine behind the engine. Main game developer and Unity authority - if it runs at 4x speed with forty tracks in the air and doesn't drop a frame, that's Nadav.

Every sprite on this page is his - the launchers, the drones, the city you're defending. The one who breaks the mold: responsible for the originality and the creative decisions that make IronGrid look like nothing else.
We're a small indie team that loves strategy, systems, and tension - games where a calm decision under pressure is the most powerful weapon you have. IronGrid is us building the game we kept wishing existed.
IronGrid is live on Itch.io right now - no cost, no account required. Download, hold the line, then come back and tell us which wave broke you. It's three of us. We read everything.
Two ways to push the mission forward - fund the next update, or help the world discover what Israeli minds build when the stakes are real.
IronGrid is free. If it earns a place on your screen, a small donation keeps the three of us building. Every supporter earns a permanent spot on the Wall of Defenders - immortalized in-game, forever.
▸ Support on Itch.ioIronGrid tells the story of Israeli air-defense from the inside - the engineering, the trade-offs, the human cost of every interceptor fired. Every share helps that story reach someone who has never heard it.