VOID SPARK vs Hold Fire
Price, ratings, monetisation and update history for both games, side by side — with what reviewers say about each.
VOID SPARK
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The digital Void is collapsing. You are the last spark of light — the Core. Weave through swarms of corrupted shapes and survive until the light goes out. ▸ One-thumb control — drag to move, auto-fire. Focus on dodging. ▸ Roguelite growth — choose 1 of 3 upgrades each level-up. Every run differs. ▸ Risk & reward — graze enemy bullets for bonus score. ▸ 6 enemies + 2 bosses — bullet patterns that evolve each phase. ▸ Sectors & an ending — defeat bosses, restore the light, then go endless. ▸ Meta progression — permanent upgrades & skins via shards, daily challenge, achievements, codex. ▸ Ranking — chase your best score. ▸ Accessibility — reduce flashing, screen-shake control, multi-language (EN/KO/JA/ZH). Light the last spark. Now.
Hold Fire
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Hold Fire is a tower defense game where you pull the trigger yourself. Hold your finger down: the cannon aims, heats up and fires. Between waves, place your turrets. Then do it again, a hundred times, all the way to the Leviathan. â–¸ TWO GAMES IN ONE Turrets hold the lane while you cover what they cannot see: the jammer they ignore, the runner that outruns them, the flyer no mortar will ever catch. They will never be enough on their own. â–¸ 100 WAVES, 10 SECTORS Ten lanes, ten field rules, ten bosses. A brand new enemy type every ten waves, and a boss that pushes to the extreme whatever it just taught you. Twenty-two foes in all, from the Grunt to the Leviathan. â–¸ AIM FOR THE CORES Yellow weak points take triple damage. One placed shot beats ten sprayed ones, and the cannon overheats if you never let go. â–¸ 5 TURRETS, 7 UPGRADES Gatling, mortar, flak, tesla, missile launcher: each covers what the others let through. In the workshop: caliber, rate of fire, cooling, optics, piercing, volley and a second cannon, each with its own final breakthrough. â–¸ ONE PACT PER RUN Twelve deals, only one taken, binding to the end. More damage for less range, gold for hit points. Nothing comes free. â–¸ EVERY RUN COUNTS Waves reached earn fragments, fragments buy permanent modules. Seventeen of them: starting gold, base plating, turret blueprints, negotiated prices. The next run starts higher. â–¸ OFFLINE, NO ACCOUNT Everything lives on your device. No sign-up, no waiting, no lives to refill. â–¸ FREE, NO CATCH No ads during a run. Only at the end can you choose to watch a video to double your fragments or restart from the wave you fell on. Nothing is for sale, and no ad ever makes your cannon stronger. English, French, Spanish, Japanese and Korean. Hold the line.
Screenshots
Verdict
The clearest difference is update cadence: VOID SPARK at daily against Hold Fire's every 3 weeks. 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.
VOID SPARK ships an update daily, Hold Fire every 3 weeks. The most recent releases landed on September 10, 2026 and September 16, 2026 respectively.
| Parameter | VOID SPARK | Hold Fire |
|---|---|---|
| Price | Free | Free |
| Update frequency | Daily — better | Every 3 weeks |
| Ads | Yes | Yes |
| In-app purchases | No | No |
| Devices | iPhone, iPod | iPhone, iPod |
| Requires iOS | 14.0 — better | 15.0 |
| Further details — not scored | ||
| Size | 26 MB | 43 MB |
| Age rating | 4+ | 4+ |
| Developer | SEOKWON LEE | Nicolas Zanette |
In-app purchases
VOID SPARK
No in-app purchases
Hold Fire
No in-app purchases





