Sticker Siege
Paper, tape and stickers — twelve waves marching down the page to your front door
About Sticker Siege
The whole game is a sheet of paper. A strip of tape snakes down it in a fixed route, monster stickers walk along that tape towards the house at the bottom, and you stick defenders on the paper beside it to peel them off before they arrive. Twelve waves, twenty hearts on the house, and no second chances once they are gone.
Four defenders are on offer and they are genuinely different rather than tiers of one thing. Darts are cheap and fire constantly. Cannons hit hard and slowly with a small blast. Splats cost most, reach furthest, fire slowest and cover the widest area. Booms are traps that stick only to the tape, recharging slowly and going off on whatever walks over them. Each takes two upgrades, and selling refunds most of what you put in.
Nothing here needs an account or an install. It runs in the browser, a full twelve-wave game takes around ten minutes, and the difficulty setting changes your starting coins as well as how tough the monsters are.
What is different about this version
The build timer is a currency rather than a countdown. Starting a wave early pays out half the seconds left on the clock as coins, which makes 'am I ready yet' a real decision instead of a formality and turns a confident early game into a compounding lead. The Boom trap is the other unusual piece: the only defender that goes on the tape rather than beside it, sitting directly in the monsters' path and detonating on whatever walks over it, at the cost of a very long recharge. Selling refunds most of what a sticker cost, upgrades included, so re-siting is cheap and the layout is meant to change between waves rather than being locked in at wave one.
How to play Sticker Siege
- Drag a defender onto the paper during the build phase. Booms go on the tape; the rest go beside it.
- Tap a placed sticker to upgrade it, or sell it back for most of its cost.
- Press Start when ready — half the build time you skip is paid to you in coins.
- Kill monsters for coins, clear twelve waves to win, and lose if the house runs out of hearts.
Controls
| Desktop | Click a card in the shop, click the paper to place it, and click any sticker to upgrade or sell it. |
|---|---|
| Phone or tablet | Tap a card, tap where you want it, and tap a placed sticker to upgrade or sell. |
| Players | One player. Any other characters on screen are run by the game. |
Strategy
Read the tape before placing anything. The route doubles back several times, so a sticker dropped in the gap between two parallel runs covers monsters twice on one trip. That is the biggest multiplier available and it costs nothing. It also explains why the slow, expensive Splat is often the better buy: its reach crosses two lanes where a Dart's barely crosses one.
The economy has three streams: coins per kill, a clearing bonus that grows with the wave, and the early-start payout. The third is the one people leave on the table. If your line already handles the next wave, hitting Start with ten seconds spare is five free coins, and by wave six that is an upgrade you would not otherwise have had.
What you are buying against is health inflation. Monster health climbs steeply with the wave number, so a late runner is tougher than an early tank. Your damage has to grow at a similar rate, and it only does that through upgrades: a fourth cheap Dart in wave nine does far less than taking an existing one to its top level. Set the shape of your defence in the first three waves, while mistakes are survivable, then spend everything after that on making those positions stronger. Darts give the most damage per coin against a single target; Cannons and Splats pay extra for blast radius, which only earns its keep where monsters bunch up — tanks bunch with nothing, runners arrive in crowds.
Mistakes that cost you the game
- Scattering stickers evenly along the whole route. Coverage is not damage — the same coins concentrated on one bend kill far more.
- Placing Booms wherever there is tape. Their recharge is long, so they belong where monsters are already slowed.
- Buying a new sticker late instead of upgrading one. Late waves are a health problem, and upgrades scale better.
- Letting the build timer run out every wave. That is free coins thrown away on a defence you had already finished.
- Ignoring the sell button. A Dart that made sense at wave two is worth more elsewhere by wave eight.
Tips
- Place your first two defenders on a bend where the tape passes twice.
- Start each wave as soon as your line is set. The bonus is half the time you save.
- Cannons and Splats are for the crowded waves; Darts do more against a single tank.
- Easy is a longer game rather than just a softer one — it starts you with more coins.
Questions about Sticker Siege
Can I place anything on the tape?
Only the Boom trap. The other three go on bare paper beside the route.
How many waves are there?
Twelve. Surviving all of them with hearts left wins outright.
What do I get back for selling?
Most of what you spent on that sticker, upgrades included.
Do monsters ever take a different route?
No. The tape is fixed, which is why studying it before wave one is worth doing.
Why are late waves so much harder?
Monster health rises sharply each wave, so a defence that never upgrades falls behind.
Does starting a wave early actually help?
Yes. You are paid coins for the build time you did not use.
Does it cost anything?
No. Sticker Siege is free to play, runs in your browser, and needs no download, install or account.
More games like this
-
5 vs 10Draughts fought with gold five-coins against teal ten-coins, every capture forced
-
Balloon NinjaBalloons go up, you cut them on the way down, and the mines are not negotiable
-
Custom DevilTwelve levels that lie to you, and a death counter that remembers
-
Dodge Circle 3DOne ring, throwers all round the rim, and a dash with just enough invincibility to matter