Hearts vs Swarmfall
Price, ratings, monetisation and update history for both games, side by side — with what reviewers say about each.
Hearts
Enjoy a classic card game experience against AI opponents. Features large, clear card faces and intuitive controls for precise play. Track your progress with visible point totals and game scores.
- Play against 3 computer opponents
- Large, easy-to-see card faces
- Intuitive click-to-play controls
- Visible point running totals
- Visible game scores
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Enjoy a classic game of Hearts against three computer opponents. Large, easy-to-read cards and a clean table layout make playing simple and comfortable. Cards are arranged for easy selection, so you can choose exactly the card you want with a single click. Running point totals and game scores stay visible throughout the game, making it easy to see where everyone stands. Whether you’re a longtime Hearts player or just looking for a relaxing card game, Hearts makes it easy to sit down and start playing. From the maker of the popular Pinochle card games for iOS.
Swarmfall
Defend your planet in this roguelike where your turrets automatically attack. Focus on strategic menu decisions, upgrading your defenses, and choosing powerful synergies to survive waves of alien creatures. Decide when to bank your earnings or risk it all for greater rewards.
- Automatic turret targeting and firing
- Strategic menu-based decision making
- Level up and choose from card-based upgrades
- Synergies to rewire build behavior
- Eight unique turrets with distinct abilities
- Eighteen evolutions to fuse turrets
- Risk/reward banking system
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The swarm has taken every other world. This is the last one with anything living on it, and it is yours to hold. Swarmfall is a planet-defense roguelike where the shooting takes care of itself. Your turrets acquire and fire on their own. You never aim, never tap a target. Every decision that matters happens in a menu, under pressure, while the swarm closes in. LEVEL UP, CHOOSE ONE Kills feed experience. Every level deals a hand of cards and takes one: a new turret, a planet upgrade, or a synergy that rewires how the whole build behaves. Deep Roots makes anything latched onto the planet take triple damage from every source. Living Mantle regrows the ground under you. The dive you get is the dive you drafted. EIGHT GUNS ON THE RIM The Reef Lance locks one target and ramps to 2.6x the longer it holds. The Ember Spitter lobs shells that detonate and leave survivors burning. The Tide Coil chains arc bolts through anything that clusters. The Spore Launcher sends homing seekers that pick their own victims. The Shard Battery shreds at point blank and nowhere else. The Blight Garden plants a rot that leaps to whoever stood nearby when its host dies. The Tide Anchor rings like a struck bell and slows everything its wave passes through. The Rime Lattice stacks cold until a body hard freezes, and a heavy hit shatters it into everything around it. TWENTY EVOLUTIONS Raise a turret to level 2 with the right partner mounted and the two fuse. Reef Lance and Ember Spitter become the SOLAR LANCE, a beam that sets its victims on fire. Ember Spitter and Spore Launcher become the BROODFIRE MORTAR, artillery that releases seeker drones on impact and cleans up after itself. Finding them is most of the game. BANK IT, OR PUSH Half of every haul is at risk until you get it out. Extract whenever you choose and you bank every credit. Die down there and the deep keeps half. Kill a monarch and it pays a bounty and knits 30% of your planet back together, and the next wave is already coming. No other decision in the game costs as much. A SWARM THAT CLOSES IN Thirteen creatures, from cinder mites up to the Deep Mother herself, drawn in bioluminescent deep-water dark. Elites rise wearing afflictions: Veiled, Frenzied, Gorged, Budding, Weeping, and the first of each in a dive is called out the moment it surfaces. Everything resists one damage family and folds to another, and the briefing shows which for everything you have already killed. The swarm reveals itself a species at a time and comes at you from wider angles as the dive goes on: one front, then an arc, then a pincer, then a full ring. Telegraphed, never cheap. THE DESCENT Clear the dark and it gets darker. Eight depths each add one permanent modifier as you unlock them. The mantle holds less life. The swarm moves faster. Monarchs rise in pairs. Elites carry two afflictions at once. The swarm's numbers swell by a third. How deep you can still hold is the real score. EVERY DIVE COUNTS Turrets unlock through lifetime kills, never purchases. Daily directives pay out for specific work: burn down 150 fire-family creatures, hold the line to 6:00, slay a Deep Mother. Records keep your season. The bestiary fills in as you meet what is down there. NOTHING BETWEEN YOU AND THE GAME No ads. No in-app purchases. No energy timers. No account, no login, no server. Swarmfall never touches the internet and collects nothing about you. Your save lives on your device and nowhere else. Under a quarter mantle, every gun on the rim opens up at once. Last Stand is not something you buy. It is the world screaming.
Screenshots
Verdict
The clearest difference is ads: Swarmfall at none against Hearts's shown. Swarmfall also leads on update cadence (weekly vs every 2 months) and monetization model (free vs ad-supported). Hearts's advantage is ratings volume (3.9K vs 3). On price, rating, 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.
On the App Store both sit at effectively the same score — 4.7 for Hearts against 4.7 for Swarmfall. That said, the two scores are not equally well evidenced: Hearts has 3.9K ratings behind it against 3, so its average is the more settled of the two.
Hearts ships an update every 2 months, Swarmfall weekly. The most recent releases landed on October 27, 2026 and October 25, 2026 respectively.
| Parameter | Hearts | Swarmfall |
|---|---|---|
| Price | Free | Free |
| Rating | 4.7 (3.9K ratings) | 4.7 (3 ratings) — better |
| Positive reviews | 57.3% of reviews | — |
| Number of ratings | 3.9K — better | 3 |
| Update frequency | Every 2 months | Weekly — better |
| Ads | Yes | No — better |
| In-app purchases | No | No |
| Monetization | Ad-supported | Free — better |
| Devices | iPhone, iPad | iPhone, iPod |
| Requires iOS | 17.0 | 15.0 — better |
| Further details — not scored | ||
| Size | 36 MB | 24 MB |
| Age rating | 4+ | 9+ |
| Developer | fishdog.net | AUSTIN ALLEN NORMAN |
Customer experience
Hearts
Swarmfall
Bugs and requests
Hearts
Reported bugs
3 issues- Game freezes after completing a game
- New game button not working after exiting the app
- Cards not displaying in the correct order
Requested features
4 requests- Add player name customization
- Implement a 'Tram' button to automatically take remaining tricks
- Improve randomness of card deals
- Add option to disable shooting the moon
Swarmfall
Not enough reviews yet to summarise bugs or requests.
In-app purchases
Hearts
No in-app purchases
Swarmfall
No in-app purchases









