
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 →
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?
Genres
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
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Very fun dnd themed tower defense game. Decently difficult without feeling absurd or too easy. Can be repetitive, but it's a tower defense game, what do you expect? My only real complaint is wanting more classes and an endless mode (unless i just haven't unlocked it yet.) I bought it on the introductory sale, but i still think $10 is perfectly reasonable for the game!
I'll cut to the chase with this review and say I would give Age of Enchantment something between a 5/10 to a 6/10. It's going to get a thumbs up because I did have some fun exploring the game for the few hours I played it but if neutral reviews were an option this one would get it. The ultimate thing holding this game back is that there is simply not enough stuff. Not enough towers, cards, enemy types, map concepts/mechanics, relics, combos, etc. Just not enough. Only enough to really give you a couple of build ideas and they are pretty simple to execute. Honestly, this game has a lot of amazing ideas going for it. The card combining system, the towers that can diversify into very different sub classes, and the wonderful pixel art style. But because it lacks a real deep dive into these ideas it unfortunately feels much more like a proof of concept than a proper full 1.0 game. There are some other glaring issues that are also impacting its enjoyment but the lack of ideas is its biggest problem. If you are looking to get into the tower defense genre there are many other games around similar price points that will give you a more fulfilling experience. ------------------------------------------------------------ Cons - Not enough of everything. Towers, enemy types, unique map mechanics. Runs are only made different by your selection of initial starting towers and relics. - Not enough luck mitigation in the card system. Usually there is a lot of waiting until you can get the next tier of towers and it's no fault of your own that you can't get them. The deck system in general needs a bit more depth/tuning to be at its best. - The maps provide no difference of challenge. Enemy's are the same, and there is nothing unique from map to map other than path shape. - A lack of proper UI tool tips and in depth information to explain what's happening. You can't even click or hover on enemies to get a run down of what they do in game. You have to access this information outside of a run. I was often confused on how certain interactions worked or where tower damage was coming from. - Some Towers felt very underpowered. Even with card buffs and relics boosting their effects they seemed to underperform damage wise. Again, I wasn't sure if this was because I didn't understand certain card mechanics or interactions, or because they were actually bad. A proper in depth UI would have clarified this. See previous point. Pros - A wonderful pixel art style. Initially what drew me to the game. - The towers, even though they need way more types and sub-classes, had some interesting mechanics/combos to explore. - I really like the deck and card combining system. - It's relatively a cheap game, and if this is your first time playing a tower defense, a good entry point into the genre. ------------------------------------------------------------
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
good?
It's a good concept of a game but it's really lacking the depth that it could've had. What you see is how long it took me to unlock everything and beat every map. The game rewards you in later levels by letting you cripple your playstyle or buff the enemies in return for more meaningless points but it doesn't really make play any more interesting. It also *severely* suffers from lacking any kind of deck management system(resulting in you still getting absolute ♥♥♥♥ tier starter cards in the last deal at the end of the hardest level or s-tiers in your first hand with no way to predict what) and who heard of a tower defense game without an endless mode? Ultimately you can pick it up on sale if it looks interesting, but be prepared to be disappointed by something with some cool ideas that utterly fails to live up to its potential in every way.
You kill demons and stuff
Fun little tower defense game, challenging at first but quite easy once you've progressed a bit. I've yet to unlock some of the later stages of the game, but I'm hoping that the increased difficulties to come will make me eat my words for calling the game easy.
It's a very enjoyable, no nonsense tower defense. At the beginning it may feel easy but all you have to do is add curses (enemy bonuses) and that feeling will quickly vanish. It's super nice to have a no nonsense, quick to jump in game that I can enjoy for 20 / 30 minutes at a time. My only complaint would be that the game doesn't really feel dynamic. I think that some random events that may or may not happen during any level would greatly improve replayability. All in all, kudos!
I'm hooked haha Really cool take on tower defense
Age of Enchantment propose un concept original qui mélange efficacement le tower defense et le deckbuilding. Les nombreuses synergies entre les cartes, les classes et les artefacts donnent envie de tester différentes stratégies à chaque partie. En revanche, la prise en main demande un peu de temps, notamment pour comprendre toutes les mécaniques et optimiser son deck. Si vous aimez les jeux de stratégie et les roguelites, ce titre mérite clairement un coup d'œil.
Numbers go up, brain is happy
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See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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