Siege of Ages is a side-on lane battler across seven ages of history. Spawn units from the cave-club era through the future age, swing the tide with timed abilities, and tear the enemy base down before they reach yours. Earn coins from kills, level up to unlock the next age, and recruit increasingly absurd combatants — mammoth riders, spear throwers, and the wolves you'll wish you hadn't poked.
Screenshots
Dark Age — mammoth riders vs the wolf pack
Quantum Age — mechs against the Quantum Wraith
Boss wall — the Behemoth Walker at the Planetary Age
How to play
Controls
Spawn unit: click or tap a unit card at the bottom of the screen.
Abilities: tap an ability icon to trigger it on cooldown.
Age up: when the XP bar fills, hit the age-up button to unlock the next roster.
Tips & strategy
Cycle cheap units early to bank XP and level toward the next age — a single Age 3 spearman beats four Age 1 clubmen. Don't burn abilities before a wolf wave; save them for the boss push or to break a stalled front line. The shop's gold-take and unit-HP upgrades are worth more than ability upgrades early on. Watch your base HP — if you lose stage 1-1 or 1-2, you'll get a 50% loss payout to bounce back.
Fullscreen
Hit the Fullscreen button in the bar above the play area to expand. To exit, press Esc (or swipe down from the top edge on touch) and tap the Exit button that slides in.
Campaign notes
Strategic identity
Siege of Ages is a lane battler about timing pressure across eras. Spamming units can win early skirmishes, but later ages punish unfocused spending. The stronger plan is to create a wave, support it with the right ability, and force the enemy base to answer several threats at once.
Upgrade path
Invest in economy and core unit reliability before chasing every flashy unlock. A balanced army survives counter-waves; a single expensive unit often dies before it pays for itself. When the match stalls, change the shape of your wave instead of simply waiting for more coins.
Finale expectation
The Cosmic Leviathan is meant to be a real campaign wall. If it feels impossible on a fresh profile, that is the point: the finale checks whether the player has explored the upgrade catalog, learned counters, and built enough sustained damage for a long fight.