Warheads vs Magnet Hunter
Price, ratings, monetisation and update history for both games, side by side — with what reviewers say about each.
Warheads
Engage in a fast-paced arcade action game with explosive visuals and particle effects. Defend against falling missiles using rocket launchers and collect power-ups. Experience full 3D graphics and immersive audio.
- Fast-paced action
- Missile defense gameplay
- Rocket launchers
- Falling power-ups
- Full 3D graphics
- Explosive particle effects
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Warheads is a visual mind blower! Explosions and particle effects galore! If you're looking for a fast paced action arcade game for your iPhone or iPod Touch then this is the game for you because we've loaded Warheads with pure excitement. There are falling missiles and you have rocket launchers which fire interceptor rockets to shoot down the incoming missiles. You tap the screen to launch a rocket toward that point, and there are falling powerups which you can shoot down as well. Warheads is a full 3D game with incredible graphics and audio.
Magnet Hunter
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One game. One rule. One button. You are a magnetic drone at the bottom of the screen. Everything falls toward you: orbs worth points, hazards worth your life. Your field does not pick sides. In ATTRACT it pulls in the orbs AND the spikes. In REPEL it pushes away the spikes AND the orbs you wanted. So every tap is a real decision, several times a second. Take the orb and eat the spike, or clear the lane and lose the streak. That is the whole game. DRAG TO MOVE. TAP TO FLIP. TWELVE SECTORS, THEN THE ABYSS No level select, no mode menu, no tutorial. Every 25 seconds a new sector brings exactly one new thing: • DRIFT — just orbs • STATIC — spikes • FRACTURE — splitters that break in two • WOBBLE — weaving zigzags • HUNT — hunters that steer at you • BLACKOUT — jammers that kill your field inside their aura • MASS — heavies that resist your push • THIEF — thieves that steal your gold • SWERVE — telegraphed sideways cuts • SURGE — waves, and vortices that drag everything in • STORM — all of it at once, plus repulsors that scatter your orbs • ABYSS — no end The menu says it out loud: REACH THE ABYSS. A twelve-rung ladder shows how deep you have gone, where the bosses stand and where your warp starts. BUILD YOUR RUN Every even sector deals three module cards. Pick one; it is yours until you fall. WIDE FIELD reaches further. HARD PUSH shoves hazards harder. PLATING adds a fourth hit. SCAVENGER makes orbs worth more. GOLD SENSE finds gold. SLOW FIELD slows whatever your field touches. They stack, so no two runs are shaped alike. DEFLECTORS Hexagonal bumpers slide in, stand for two sectors, then crumble. Orbs and hazards bounce off them; you pass straight through. A spike you repel into one comes back from somewhere you did not expect. THREE BOSSES From sector 2, every third sector, a fifteen-second encounter. The SENTINEL sweeps overhead dropping orbs and fans of spikes — collect to hurt it. The REAPER telegraphs columns and dangles gold — take its gold to hurt it. The WARDEN flips its shell between cyan and magenta — match its polarity or get hit. Beat one for a hit back, a burst of gold and points. Fail and it leaves. THREE HITS No health bar, no heat meter, no timer. Three hits and the run is over. Shield orbs heal. Pulse orbs clear the screen. Multiplier orbs raise the stakes, funnel orbs steer every orb into your lane, freeze orbs lock your combo. A missed orb only costs your combo — nothing else can kill you. DAILY COURSE One seed for every player, every day — and the day is a course, not a coin flip. It deals the board: two deflectors standing from frame one. It deals the loadout: three fixed modules, the same for everyone. It adds a twist — HEAVY HAZARDS, FAST FALL, STICKY FIELD, GOLD RUSH, TWO LIVES or NO SHIELDS — and a shared goal: forty orbs, a twenty combo, fifteen hundred points, sector five. Learn the terrain, beat the board, keep the streak. Guests compete too. GOALS, RANK AND CORES Over thirty goals, three active at a time. Reach sector 7. Hold a 50 combo. Clear a sector unhurt. Reach the Abyss. Ten ranks run from DRIFTER to MAGNETAR, and every rank hands you a new core — COBALT to AURORA, ten in all, each its own world in a full-screen gallery. Cosmetic only: the core still burns cyan when you pull and magenta when you push. Progress follows you to any device you sign in on. RANKINGS Four boards: today's course with a week of past days, all-time depth, live streak and best streak. Every board shows the top ten and your own neighbourhood — five above, five below — whether there are ten players or ten thousand. WARP Reach a sector three times and you can start closer to it. BUILT TO FEEL RIGHT Momentum drag, an aurora sky that turns cyan when you pull and magenta when you push, visible field lines, and a fixed-step simulation so the daily is fair on every device.
Screenshots
Verdict
The clearest difference is update cadence: Magnet Hunter at every 2 weeks against Warheads's every 4 months. Warheads's advantage is iOS requirement (15.6 vs 17.0). On price, ads, in-app purchases and device support there is nothing between them.
Scored on Price · Rating · Positive reviews · Number of ratings · Update frequency · Ads · In-app purchases · Monetization · Best chart rank · Devices · Requires iOS
Both are free to download. Neither carries in-app purchases, so what you see is what you pay.
Warheads ships an update every 4 months, Magnet Hunter every 2 weeks. The most recent releases landed on October 15, 2026 and October 8, 2026 respectively.
| Parameter | Warheads | Magnet Hunter |
|---|---|---|
| Price | Free | Free |
| Rating | 4.7 (30 ratings) — better | — |
| Positive reviews | 66.7% of reviews | — |
| Number of ratings | 30 — better | — |
| Update frequency | Every 4 months | Every 2 weeks — better |
| Ads | No | No |
| In-app purchases | No | No |
| Monetization | Paid | — |
| Devices | iPhone, iPad, iPod — better | iPhone, iPad |
| Requires iOS | 15.6 — better | 17.0 |
| Further details — not scored | ||
| Size | 30 MB | 59 MB |
| Age rating | 12+ | 4+ |
| Developer | Pangea Software, Inc. | MJK APPS SRL |
Bugs and requests
Warheads
Reported bugs
13 issues- Missile taps not registering
- Lag during high levels
- Missiles skipping or not firing
- Bullets going over/under warheads
- Game crashes on startup
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- Ammunition power-ups not always working
- Missiles coming from the sides
- Game becomes unresponsive
- Screen bobbing/rocking motion
- Explosions obscure incoming missiles
- Controls are not responsive
- Missed tap problem (resolved by restart)
- Game freezes for a second or two
Requested features
16 requests- Add a high score feature
- More missile refills or strategic reloads
- Improve missile defense speed
- Make nukes more effective
- Add stage clear or goal achievement elements
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- Option to turn off screen rocking motion
- More defined explosion areas or less dazzle
- Add difficulty level selection
- Implement a save state feature
- Add more power-ups
- Add different types of missiles or targets
- Add OpenFeint support
- Improve performance and optimization
- Add more announcer lines
- Allow selection of attack sectors
- Add more levels or content
Magnet Hunter
Not enough reviews yet to summarise bugs or requests.
In-app purchases
Warheads
No in-app purchases
Magnet Hunter
No in-app purchases









