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Storm the House is a stickman defense shooter where you protect a base, reload carefully, earn cash, hire defenders, repair walls, and survive enemy waves.
Storm the House is a fixed-position defense shooter where you protect a lone building from waves of attacking stickmen. Aim with the mouse, shoot enemies before they reach the house, reload when your ammunition runs low, and earn money from defeated attackers. Between days, you can spend that money on stronger defenses, extra ammunition, hired gunmen, automatic repairs, and missile support.
The original Storm the House was developed by IvoryDrive and first appeared on Addicting Games in June 2005. It later became the first game in a series that expanded the same stickman-defense formula through Storm the House 2 and Storm the House 3.
The battlefield is viewed from the side. Your house stays on the right while enemy stickmen approach from the left and try to damage it. You control the crosshair rather than a character moving around the battlefield.
Your immediate job is to eliminate attackers before they get close enough to seriously damage the building. Every enemy you defeat contributes money that becomes available for upgrades between days. As the game continues, larger and more dangerous waves put more pressure on both your shooting and the automated defenses supporting you.
The house has limited health. If the attackers deal enough damage to destroy it, the run ends. This means progression is not only about increasing your own firepower; investing in walls, repairs, and support units can be just as important as shooting faster.
The original game uses a simple mouse-and-keyboard control scheme. Armor Games documents mouse aiming, mouse-click firing, and Spacebar reloading.
Defeated attackers provide money that can be invested after a day's battle. The upgrade phase is important because the enemy pressure continues to increase, while your starting weapon and house defenses have limited capacity.
The original game's upgrade system includes ammunition capacity, repairs, wall improvements, stronger fortification, hired defenders, automated repair workers, missile support, and a sniper-rifle upgrade that increases your personal weapon damage.
There is no single resource that solves every problem. More bullets help you stay active longer before reloading, but ammunition alone does not increase the amount of punishment your building can survive. Automatic defenders provide extra damage, while repair-focused upgrades help the house recover from enemies that manage to get through.
Gunmen can be hired to help defend the house automatically. They fire at attackers without requiring you to manually aim each shot. Hiring more gunmen increases the amount of supporting fire covering the battlefield.
This becomes increasingly useful when several enemies appear at the same time. Your own weapon can concentrate on the most dangerous or closest target while the hired defenders continue attacking elsewhere.
Gunmen should complement your shooting rather than encourage you to ignore the battlefield. When a dangerous attacker is already near the house, relying on random automated fire instead of targeting it yourself can allow unnecessary damage.
Craftsmen provide defensive support rather than additional bullets. Once hired, they steadily repair damage to the house, and employing more of them increases the repair rate.
They are particularly useful once later waves begin causing unavoidable damage. A strong repair system can recover part of that lost health while you concentrate on keeping additional attackers away.
However, repairs cannot replace offense completely. If enemies are reaching the house faster than craftsmen can restore it, increasing damage output or strengthening the wall may be necessary.
The original game also allows you to purchase a missile silo and hire silo workers. Once staffed, the silo automatically launches missiles against enemies, adding another source of defensive damage.
This is a larger investment than early gunmen, so it becomes more relevant once your economy can support expensive improvements. Heavy automated fire is useful during crowded waves where manually eliminating every attacker becomes increasingly difficult.
Your building can absorb only a limited amount of damage. Wall upgrades increase the amount of punishment it can survive, while later fortification improvements provide a larger defensive increase.
Extra health is most valuable when enemies are beginning to reach the house regularly. If your current offense already eliminates nearly everything before it gets close, spending all available money on health may slow your offensive progression unnecessarily.
Use the results of the previous day to decide what is missing. A badly damaged house points toward defense or repairs, while a healthy house facing increasingly dense waves may benefit more from extra firepower.
Reloading is one of the most important manual decisions because you cannot keep firing indefinitely. Waiting until the clip is completely empty while several attackers are close to the house can create a dangerous gap in your defense.
Look for quieter moments between groups and reload early when the current magazine is nearly empty. Entering a dense wave with a full clip gives you more flexibility to prioritize targets without immediately stopping to reload.
An enemy near the house has less distance left before it can cause damage. When several attackers are present, prioritize the ones that are closest or otherwise creating immediate pressure instead of always shooting the first target your crosshair reaches.
If only one or two distant enemies remain and your clip is nearly empty, that may be a better time to reload than waiting for the next group to arrive.
Gunmen and missile workers help reduce the number of targets you must handle yourself. As the waves become larger, automated damage gives you more freedom to focus your shots on enemies that are close to the house.
If the building loses health during nearly every day, craftsmen can provide value across future waves rather than forcing you to depend entirely on one-time repairs.
Do not buy an upgrade simply because it is available. If reloads are causing enemies to break through, increase ammunition capacity. If the house cannot survive enough damage, improve defense or repairs. If waves are overwhelming your shooting speed, add automated attackers.
If you enjoy fixed-position shooting, defending a base, and surviving increasingly difficult enemy waves, try these related games on YaloGames:
Your objective is to protect the house by shooting incoming stickmen and improving its defenses between waves. The run ends if attackers destroy the building.
Press the Spacebar to reload your weapon. The mouse controls aiming and the left mouse button fires.
The original game includes ammunition and weapon improvements, repairs, wall and fortification upgrades, gunmen, craftsmen, and missile-silo support.
Storm the House was developed by IvoryDrive. Addicting Games lists its release in June 2005.
Yes. Gunmen automatically fire at attackers, craftsmen automatically repair damage, and staffed missile silos provide automated heavy support.
Storm the House combines simple aiming with a longer-term defense economy. Accurate shots keep the immediate wave under control, but survival across later days depends on how you spend the money earned between battles. Keep enough ammunition ready for crowded attacks, hire support when manual shooting is no longer enough, strengthen the building when damage becomes frequent, and repair weaknesses before the next wave reaches your house.
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