
Tower defense deckbuilder where your towers are classes from D&D. Enchant towers with powerful buffs, sacrifice cards to forge new synergies, and select artifacts to customize your build.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Please note: This game is not optimized for the Steam deck. Do not purchase if you plan on playing on a Steam deck. This will come as a future update!
Welcome to Age of Enchantment, a fusion of tower defense, deckbuilding, and D&D that you've always been waiting for.
Artifact System:
Unlock Artifacts by leveling up or finding them in game and purchasing them with Essence. Then, you can set these in your loadout to help you maximize your build and find the strongest synergies.
Class-Inspired Towers:
Your towers take the form of classes from D&D. Start the game with the Fighter and Wizard, and unlock the Paladin, Cleric, Barbarian, and Warlock as you level up. Each tower has 3 different upgrade paths with 3 tiers level.
Fighter
Duelist
Polearm Master
Great Weapon Master
Wizard
Lightning Mastery
Fire Mastery
Ice Mastery
Cleric
Domain of Light
Domain of War
Domain of Peace
Paladin
Templar
Shield Master
Inspiring Leader
Warlock
Hex of Weakness
Hex of Soul Leech
Hex of Withering
Barbarian
Zealot
Storm Herald
Berserker
Set your towers
Choose your artifacts
Modify your difficulty with Skulls of Insanity - and be rewarded with massive bonuses.
Pray to the RNG Gods as you Sacrifice cards for the one that fits your build, or use the Sacrifice system to trim the cards you don't want from your deck.
Fight across 10 different maps using your towers, enchants, spells, and artifacts in order to succeed. With over 50 artifacts, 100+ cards, and a combined total of 18 tier levels of towers, what synergies can you find?
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Eh, it's a really good idea, but needs a lot of fleshing out yet. I'm almost halfway through the game after 90 minutes, and so far every level I've tried was exactly the same aside from the path the enemies took, making it feel repetitive. There seems to be a single best strategy (focus on building/upgrading units, and trash every non-unit card ASAP) which made every level trivial. There don't seem to be any of the "overpowered combos" that make a lot of other roguelikes fun - most of the cards amount to "number go up". There are a handful of upgrades between runs, but they're not very impactful, and all are just "number go up". One of the cleric's upgrade paths ("raise undead") is way, WAY better than the others in basically every situation. I feel bad giving this a thumbs down, because there's the framework to a really good game here. But it needs a lot more work on mechanics and substance.
Absolutely love this! 10/10 tdlr: At the beginning to save you time. This game is super awesome! Awesome even to someone who doesn't really play many tower defense games. Action, animations and evolutions are fantastic. The Music will rock your socks and lock you in. Only a couple stutters during late rounds, everything continued fine though. Some more detail: I love the vibe of the game and the overall art theme. The sprites are all unique and animations feel pretty satisfying, especially as you level up! The art style is simple yet detailed. Clean, cute art with punchy animations, what's not to love? The tower evolutions are really fun to discover as you upgrade (I may or may not have sacrificed a good strategy or two just to see what the next level Wizard and Paladin looked like...) I especially like the scaling in between rounds, it seems balanced and fun. Decisions matter but still allow for flexible play styles! Intense depending on your draw of the cards; other times feels like a mastermind's plan is all coming together perfectly. It has been quite fun learning the system, making some mistakes, experimenting with combos, artifacts, and blessings. The skull "Insanity" meter like from Halo is really cool and seems to be well thought out. Instead of just making damage sponges it adds several layers of buffs and/or debuffs with different prizes. Performance wise it runs pretty smoothly. I only got a couple stutters in later rounds when I stacked a lot of towers on top of each other right at the enemy gate. All very quick stutters and right back to the action. Nothing lost or crashes. For a one man studio to pull this off is super incredible! This will be my go to game between FPS games for sure. I hope this game pops off. Really great work Psycho Monkey Studios!!!! Buy this game for sure.
I'm new to the whole tower defense genre, but decided to test it out with this one. Great game! It's deceptively intricate with all the different types of powerups to choose from, and the skills development for each tower that you place. Much more than a simple "place tower here to win" like I always thought these game types would be. Still trying to beat the 1st map!
Sadly, would not recommend. I wanted to like it, and I would have in 2000 but for a new game in 2026 it lacks creative polish, fun ideas, and development. The card combining is fun to start but becomes gimmicky after a bit. It's mainly finding the best card setup for a build then pressing end turn for the next 10 minutes. The premise is brilliant. Combining TD, roguelikes, and cards sounds awesome. The idea is only half baked though. So much potential but feels like a game from 20 years ago due to lack of depth, variation, and creativity. It feels bad to post this given the heartwarming story of the solo developer but I hope it helps someone save their money.
Epic tower defense, lots of polish, and good deckbuilding which is what you want from these kinds of games
Tl;dr The foundation is there but it really lacks the content. I got this game after quite enjoying the demo and wanting for more. Yet sadly I was rather disappointed by the lack of this exact "more". In other words: the demo is pretty much the full game. The full game really only adds some more towers. I liked these towers but really that's just too little content. You can unlock 10 or so "new" maps as well, but the only difference on these is the shape of the path the enemies are taking. It's the exact same waves of the exact same enemies is the exact same order every single time. I guess there are a few more artifacts to unlock as well, but these aren't even remotely interesting enough to impact the gameplay in any meaningfull way. Neither do the terribly balanced challenge modifiers you can turn on. I am really disappointed by this game. That's obviously not a good thing but wouldn't have been possible if there hadn't been something I liked in the first place. And there are quite a few things: The foundations are there! the Card fusion and upgrade system could need some more work but the basic Idea is fun already. The towers need some balancing and a lot of bugfixing and maybe a rework here and there, but overall they were interesting and if they were a bit more fleshed out they would be really fun to mix and match. The soundtrack is nice, the visuals are nice the enemy diversity is good for a first level. Or in Short: the foundation of this game is good. But looking further there are lots of issues. A few of the game mechanics are flawed by design. The Dot stats for example. Dot damage scaling with base damage and everything dying in 1 or 2 attacks anyway means dot damage is miniscule no matter how much you boost it. Armor is another stat that hardly matters, so are % of hp damage, and your life points. Balance between cards is horrendous. And the game could really use some more deck management abilities. Maybe a way to keep cards in your hand. I think it should be possible to use cards of a highter tier in fusions with cards of a lower tier (in a way rerolling them). What the game really needs the most though is more content. More enemy types, different waves on different maps, Boss waves, ... and MORE waves, it shouldn't be 25 waves every time, half your synergies won't even be online at that point. If you want to experience the game just play the demo, you won't be missing anything. If you then want to support the creator get the game anyway, but don't expect much more content.
Fun game with good progression, I really like the art style and feels unique! Goated game.
I hate to give a negative review, because I can tell this game was made with a lot of passion, but it's just not fully done. Other reviews have mentioned it feels like a proof of concept more than a game, and I agree with that sentiment. The basic premise is neat. TD boxes are checked, and the towers feel unique (though poorly balanced). The deck building is.. functional, but completely under-developed. Minimal ways to get more cards makes it VERY challenging to interact with the combining/upgrading mechanic. Took me 6 hours of play to finally reach a purple tier tower card and that with basically my entire deck combined into a single tower plus no small bit of luck. I can't even begin to image how to get to the final tier. The Cleric and Wizard feel incredibly strong, while all the rest feel WEAK. The rest are melee and/or single target towers and just can't compete with the damage output. The Cleric's Turn Undead feels like a requirement as you increase the challenge level. The Wizard is the only tower that feels really versatile, and every sub-class feels fun, unique, and equally useful. I've also hit a soft-lock where a high level Turn Undead Cleric was able to permanently reverse a mob back to the very start of the map path. Because of the map restrictions, that was outside the range of all my towers. By the time it got back within range, the Insanity skull with regen had returned the mob to full health and the Cleric's Turn spell was off cooldown, so it just kept getting barely within range and then turning around never getting damaged. All in all, a fine idea, but needs time to be fleshed out. Not ready to be a 1.0 launch.
As someone who has not played many tower defense games, Age of Enchantment was a great start! I really love all of the different monsters and towers and the sound effects this game has. I like that the game is both challenging but also simple enough for a beginner gamer to play.
I played the first version of the demo, and I have to say the game has come a long way. There’s plenty of content, and it has everything I expected from it. It’s clear the developer listened to feedback from playtesters and kept improving the experience. Overall, it’s a solid piece of work.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Super Dungeon Boy | $12.8K | 211 | 79% | $2.99 |
| Mikoto and the Succubus Island | $12.8K | 63 | 78% | $9.99 |
| Reflection: The Greed | $12.8K | 88 | 70% | $6.99 |
| Alien Rampage | $12.7K | 72 | 71% | $7.99 |
| Broken Banners | $12.7K | 59 | 81% | $6.99 |
| Bullet Bunny | $12.7K | 131 | 85% | $3.24 |
Related
| 7 Days to Die | $425.3M | 403.8K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294.2K | 88% | $49.99 |
| RimWorld | $176.7M | 243.4K | 98% | $34.99 |
| Squad | $166.4M | 240.6K | 81% | $39.99 |
| Don't Starve Together | $164.7M | 539.8K | 95% | $14.99 |
| Satisfactory | $164.4M | 276.1K | 97% | $27.99 |