- Release Year: 2012
- Platforms: Android, BlackBerry, iPad, iPhone, PS Vita, Windows
- Publisher: Subatomic Studios, LLC
- Developer: Subatomic Studios, LLC
- Genre: Strategy, Tactics
- Perspective: Top-down
- Game Mode: Single-player
- Gameplay: Power-ups, Real-time, Tower defense, Upgrades
- Setting: City, Deserts, Grassy fields, Volcano lair
- Average Score: 87/100
Description
Fieldrunners 2 is a real-time tower defense strategy game where players construct intricate mazes of defensive towers to repel waves of invading enemies, including airplanes, heavy tanks, fast motorcycles, and groups of soldiers, who attempt to breach from one side of the map to the other. Set across diverse environments like grassy fields, arid deserts, bustling cities, and volcanic lairs, the game features upgradeable towers such as gatling guns, ice spires, and tesla coils, earned through defeating foes, alongside power-ups, multiple difficulty levels, and alternative modes like sudden death and time trials for varied strategic challenges.
Gameplay Videos
Where to Get Fieldrunners 2
Patches & Mods
Guides & Walkthroughs
Reviews & Reception
metacritic.com (88/100): Fieldrunners 2 keeps the best aspects of the original title while borrowing from its brethren to come up with a fantastically fine-tuned challenge that remains rewarding.
ign.com (85/100): The massive sequel to the award winning tower defense game, Fieldrunners 2 features more levels, more weapons, more enemies, and more ways to play.
gamepressure.com (90/100): The massive sequel to the award winning tower defense game, Fieldrunners, introduces more levels, more weapons, more enemies, and more ways to play.
steambase.io (86/100): Fieldrunners 2 has earned a Player Score of 86 / 100. This score is calculated from 508 total reviews which give it a rating of Very Positive.
Fieldrunners 2: Review
Introduction
In the annals of mobile gaming, few titles have so elegantly captured the tension of strategic defense as Fieldrunners, the 2008 iOS breakthrough that turned endless waves of cartoonish invaders into a hypnotic ballet of bullets and barriers. Four years later, Fieldrunners 2 arrived like a perfectly timed airstrike, expanding its predecessor’s blueprint into a sprawling campaign of tactical ingenuity and whimsical warfare. As a sequel born from the golden age of App Store innovation, it doesn’t just iterate—it elevates the tower defense genre to new heights of accessibility and depth. This review argues that Fieldrunners 2 stands as a pinnacle of mobile strategy gaming, blending refined mechanics with creative flair to deliver an experience that remains timeless, even as the industry has shifted toward more complex hybrids. Whether you’re a veteran defender or a newcomer to the fray, this game proves that simplicity, when executed with precision, can forge an enduring legacy.
Development History & Context
Subatomic Studios, a small but ambitious American indie outfit founded in the mid-2000s, crafted Fieldrunners 2 as their third major release and a direct evolution of their breakout hit. Led by key figures like designer Steven Serafino and engineer Matthew Jackowski, the team—comprising just over 50 developers and bolstered by 47 additional contributors in art and audio—drew from the original’s success to push boundaries. The vision was clear: refine the core loop of path-based defense while introducing emergent complexity to appeal to both casual mobile players and hardcore strategists. Chris Canfield, a pivotal designer and audio lead, emphasized creating “realistic swarming behavior” for enemies, inspired by real-world ant colonies and military simulations, to make invasions feel dynamic rather than scripted.
Released on July 19, 2012, for iOS (initially iPhone and iPod Touch, later optimized for iPad), the game emerged during a pivotal era in mobile gaming. The App Store was booming, with touch-based controls revolutionizing genres like tower defense, but hardware constraints—such as the iPhone 4S’s Retina display and limited RAM—demanded efficient, lightweight design. Subatomic navigated this by prioritizing 2D hand-painted assets and optimized pathfinding algorithms, avoiding the bloat that plagued contemporaries like early Plants vs. Zombies ports. Technological limits, like the absence of native controller support on mobile, shaped a touch-centric UI that felt intuitive on small screens, though ports to Windows (January 2013 via Steam), Android (April 2013), BlackBerry 10 (August 2013), and PlayStation Vita (December 2014) required adaptations, such as mouse/keyboard controls and Vita’s dual-stick precision.
The broader gaming landscape was one of genre experimentation. Tower defense had exploded post-Warcraft III mods, but mobile iterations like Fieldrunners (2008) and rivals such as Desktop Tower Defense had popularized it on touch devices. Amid the rise of free-to-play models with in-app purchases (e.g., Clash of Clans), Subatomic bucked the trend with a premium $2.99 iOS price tag and no aggressive monetization—only optional coin buys for unlocks—earning praise for respecting players. This context positioned Fieldrunners 2 as a beacon of quality indie development, influencing a wave of polished mobile strategies like Kingdom Rush (2011) by emphasizing content depth over microtransactions.
Narrative & Thematic Deep Dive
Tower defense games rarely boast intricate plots, but Fieldrunners 2 weaves a lightweight yet engaging narrative through its world map and interstitial lore, framing the action as a global defense against the relentless “fieldrunners”—a horde of pint-sized soldiers, tanks, and aircraft bent on conquest. The story unfolds across four distinct zones: lush grassy fields evoking pastoral innocence under siege, arid deserts symbolizing endurance trials, neon-lit cities representing urban chaos, and a volcanic lair that escalates to apocalyptic stakes. Players assume the role of an unnamed commander at “SubaLabs,” a fictional R&D facility churning out experimental weaponry, with subtle voiceovers and loading-screen “fun facts” (e.g., trivia on bee hives or sonic waves) adding a layer of pseudo-scientific whimsy.
Characters are archetypal but endearing: the fieldrunners themselves are faceless yet anthropomorphic foils—grunts in comic-book style uniforms, elite units like “heavy tanks” with armored bravado, and boss-like “giant robots” that lumber with mechanical menace. No deep dialogue exists, but environmental storytelling shines through enemy behaviors; swarms of soldiers banter in muffled, cartoonish chatter (e.g., “Charge!” or panicked yelps), humanizing the invasion without overt exposition. SubaLabs scientists appear in unlockable codex entries, portrayed as eccentric inventors—think a mad professor unveiling the “Polymorph Tower,” which hilariously transmutes foes into barnyard animals, underscoring themes of ingenuity triumphing over brute force.
Thematically, Fieldrunners 2 explores invasion and resilience, mirroring early 2010s anxieties around globalization and digital threats (e.g., viral “invasions” in apps). The runners embody faceless aggression, their endless waves critiquing overwhelming odds, while player-built mazes represent human adaptability. Upgrades and power-ups like airstrikes evoke empowerment fantasies, but the game’s charm lies in its lighthearted subversion—no grimdark apocalypse, just playful escalation from “grassy fields” picnics to volcano infernos. This thematic restraint avoids preachiness, letting mechanics drive the “narrative” of victory through strategy, making it a meditative take on defense as both literal and metaphorical fortification.
Gameplay Mechanics & Systems
At its core, Fieldrunners 2 revolves around a real-time tower defense loop: defend gates from waves of enemies by constructing mazes of automated towers, earning cash from kills to expand and upgrade. Players select up to six towers and three consumables pre-level, fostering loadout experimentation—e.g., pairing short-range Gatling Towers ($5 in-game) for early-game crowd control with long-range Missile Towers ($20) for sniping heavies. Waves (20–70 per level) introduce escalating threats: 30+ enemy types, from speedy motorcycles to helicopter swarms and troop-transport trucks that spawn reinforcements upon destruction.
Combat is passive yet tactical; towers auto-fire based on type—Gatling for rapid single-target DPS, Ice Towers ($15) for area slows that synergize with Spark Towers ($30) chaining electric beams, or exotic options like Hive Towers ($35) launching bee swarms or Laser Towers ($40) piercing lines of foes. Upgrades (two levels per tower) amplify range, damage, or effects, but smart placement is key: enemies now exhibit “unparalleled realistic swarming,” dynamically pathing around obstacles via an improved AI that avoids suicidal charges (unlike the original’s rigid routes). This adds depth, as foes might flank via bridges or tunnels on multi-layered maps, demanding hybrid designs—fixed paths in deserts, open mazes in fields.
Progression ties to stars (1–3 per difficulty: Casual, Tough, Heroic) and coins for unlocking 25 towers/items, encouraging replays in Endless mode. Innovative modes diversify: Sudden Death pits you against infinite hordes for time-based survival; Time Trials race against clocks; Puzzles task maze-building to funnel enemies into traps like laser barriers. UI shines on mobile with touch-drag placement, pause-for-build, and fast-forward, though PC ports feel clunky with mouse-only selling/upgrading. Flaws include steep coin grinds for premium towers (e.g., 10,000-gold Polymorph) and occasional pathfinding glitches in dense mazes, but innovations like power-ups (rewind mistakes, deep freezes) and precision airstrikes (slow-charging clears) prevent repetition. Overall, the systems create addictive loops of adaptation, with heroic mode’s “knackig” difficulty rewarding mastery without frustration.
World-Building, Art & Sound
Fieldrunners 2‘s world is a vibrant tapestry of hand-painted 2D dioramas, spanning Fieldrunners Island’s biomes to immerse players in a cartoonish yet tactical battlefield. Settings evolve thematically: grassy fields bustle with wildflowers and picnickers fleeing chaos, fostering a David-vs.-Goliath vibe; deserts feature sandy dunes and cacti, emphasizing attrition; cities pulse with skyscrapers and traffic, heightening multi-path frenzy; the volcano lair erupts with lava flows and ash, building dread through environmental hazards like crumbling bridges. Multi-storied maps introduce verticality—enemies tunnel underground or bridge over trenches—forcing 3D-like planning in a 2D plane, enhancing immersion without overwhelming mobile screens.
Art direction, helmed by talents like Randis Albion and Leonardo Montenegro, refines the original’s comic style into something more lively: crisp Retina-optimized sprites animate fluidly, with runners’ swarms evoking Pixar-esque hordes—soldiers march in formation, tanks rumble with dust trails, elites glow menacingly. Towers pop with personality: Tesla Towers ($70) crackle blue arcs, Pyro Towers belch flames in omnidirectional fury, Boom-KIN Towers ($ unspecified, but high-DPS clusters) detonate kin-like clusters. This visual whimsy—enemies polymorphing into chickens or zapped into oblivion—contributes to a playful atmosphere, mitigating the genre’s potential tedium.
Sound design, courtesy of SomaTone Interactive and composer Adam Gubman, amplifies the chaos: a jaunty orchestral score swells from upbeat strings in fields to tense percussion in volcanoes, punctuated by satisfying SFX—gatling whirs, laser zaps, explosive booms. Enemy chatter adds humor (grunts yelping “Incoming!”), while pause-menu chimes and upgrade dings provide tactile feedback. On Vita, enhanced haptics vibrate with impacts, deepening immersion. Collectively, these elements craft an atmosphere of strategic glee, where the world’s charm turns rote defense into a symphony of destruction.
Reception & Legacy
Upon iOS launch, Fieldrunners 2 garnered universal acclaim, earning an 88/100 Metacritic aggregate from 18 critics—praised by TouchArcade and Gamezebo (both 100/100) as the “new king of tower defense” for its scope, whimsy, and lack of paywalls. Reviewers lauded refinements like swarming AI and hybrid maps, with Polygon (8.5/10) noting how enemies “navigate realistically, constantly changing routes.” Commercially, it thrived as a $2.99 premium title, amassing millions of downloads and spawning ports that extended its reach—Steam sales hit “Very Positive” (86% from 508 reviews), though PC critiques (73/100 Metacritic) dinged clunky controls and high pricing ($9.99).
Player reception echoed this: a single MobyGames user rated it 4/5, while Steam users hailed its 20+ hour campaign and replayability. Over time, its reputation solidified as a genre benchmark; post-2012 updates (e.g., 2017 iOS patch) kept it alive, fostering a dedicated community. Legacy-wise, it influenced successors like Bloons TD 5 (enhanced pathing) and Anomaly: Warzone Earth (hybrid defense), popularizing dynamic AI and premium models amid free-to-play dominance. Subatomic’s follow-up, Fieldrunners Attack! (2016), shifted to top-down offense, but 2 remains the series’ crown jewel, cited in academic discussions (e.g., MobyGames’ 1,000+ citations) for advancing mobile strategy. Its evolution from mobile hit to cross-platform staple underscores indie’s power to shape genres enduringly.
Conclusion
Fieldrunners 2 masterfully distills tower defense’s essence—strategic foresight amid chaos—into a package of refined mechanics, charming aesthetics, and boundless replayability. From Subatomic’s visionary tweaks to its thematic nod at resilient defense, it transcends its mobile roots to offer timeless tactical depth. While minor porting flaws and grindy unlocks temper perfection, its innovations in AI, variety, and whimsy secure its verdict: an essential masterpiece that not only honored its 2008 predecessor but redefined the genre’s potential. In video game history, it occupies a hallowed spot as the ultimate tower defense odyssey—play it, defend the world, and watch your strategies bloom. Final Score: 9/10