
Build and defend your fortress while expanding out in this hold-out tower defense roguelite. Battle across a procedural alien homeworld, fight back corrupted terrain, discover hundreds of structures and upgrades as physics-driven swarms threaten to wipe out humanity.
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About
Axom: Conquest is a hold-out style Tower Defence Roguelite for strategy fans who love breaking games with overpowered builds.
Build an impenetrable fortress, unlock bowling towers, nukes and a tiny robot named Jeff. Defend from thousands of relentless physics-driven alien swarms and unlock powerful meta-progression.
4 Difficulties to conquer + Endless mode.


Build a sprawling fortress - Protect your Nexus Drill against the endless swarms of Centurax.
Expand your economy - Expand outwards and extract Axom's resources with refineries and more!

Every Run is Truly Unique – Interlocking systems, procedural maps, branching towers, upgrade chains, alien upgrades, unique enemies and game changing consumables make no run the same.
Dozens of Starting Classes – Pick a Nexus variant before each run, each with unique stats and abilities that steer your strategy to your preferred playstyle.
The Alien Infection - Balance offence and defence as the planet itself rejects your presence. Infected tiles grow gradually forcing constant adaptation.

Not just Towers - Mix towers, traps, and robot armies into the mix of your arsenal of tools to conquer.
Structure Variants - Alternate versions of structures that are super powered. Double barrels? Nuclear ammo?

Progress through a huge research tree packed with upgrades, unlocks, and new options, allowing you to add variety and take on more challenging threats
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 42 reviews with recorded playtime.
Reviews
Themes across 42 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
I usually don't mind AI in games. I never would use it personally but again, don't really care. EXCEPT when it's it really seems like AI was used to CODE the game too. The game's settings options are clearly lazy. Not only that, they don't even work. - Resolution settings Similar to how developers designed it back during Windows XP days. Break beyond the intended aspect ratio/resolution size and you get Cursor Desyncs. Window-Fullscreen option is fake. it's just taking a fixed preset and adjusting it to native desktop. the bigger your native resolution, the more blurry. Windowed option is just terrible. it's a fixed tiny window. To actually make anyuse of this option you need to use AI or some program to rescale it for you such as Lossless Scaling for example. Fullscreen is just desycned if your resolution is too wide. Most of the time you can't even change the actual resolution as it's completely blank even if you line up the desynced cursor to properly interact with the resolution arrows. - FPS First starting the game it's fixed "off". Meaning, starting the game will turn your home into an airport with how loud your fans will get and lower spec systems will suffer harshly. Not having an SSD or decent size RAM and you're stuck for a while before you can fix that yourself. - Accessibility The settings for Accessibility are rather decent. But, basic. The default settings are horrible and even the size of the UI leaves a lot of unused space. It's almost as if the max setting of UI size was the intended size. not the 100% default size which looks like it's intended for an 800x600 monitor. Even the reduce visual effects accessibility is toggled on by default. If it's an accessibility choice, why is it defaulted on? The default setting should be "off" as that should be the dev's "intended experience" while Accessibility is a choice for those who may need it. I can keep going on with more of the settings. But, I tolerated enough of the game despite these issues and character limit is a thing. I'm refunding the game because far too much of the basics of every option in the game feels like it was intentionally ignored or coded completely by AI with no human intervention to clean things up and make it correctly functionable to a bare minimum expectation of functionality. Again, don't care about AI use. I do however care that the code for the game is so poorly done that far too much of basic core functionality to even start playing the game. uncomfortable setup with problems due to how terrible the settings in-game are, yet somehow worse than gaming on Windows XP era is not worth the current price tag and even if things change, this game is absolutely not for me even though there is a game to be played.
Game is just one map ..
Was given a key so figured I'd feature it for a bit on my channel. Then couldn't stop playing it! Lots of replayability and scratches the roguelite itch!
I love the game, I seriously do. One of the more entertaining, fun and deep Tower Defense games in a while. In a long while. I don't care about people brainlessly going on the fence about potential AI usage, or what engine a game runs on, or the level of graphics. I yearn for only two things: 1. A Tower Defense game that isn't medieval/magic themed, but sci-fi, and pulls it off nicely. I am absolutely tired of seeing the myriad of Tower Defense games that are using magic/medieval themes and stand out in absolutely no way. There are uncountable amounts of them on Steam, and they keep growing every month, without any soul. 2. Depth. My favourite genre will always be Tower Defense hybrids like Sanctum 2, because while placing towers and building mazes, you also have the added depth of playing it in FPS mode. But that doesn't restrict itself to hybrid gameplay, but literally any kind of longevity-providing factors. Infinitode 2 has hundreds of hours of depth due to infinite upgrades and upgrade scaling. Meta-Upgrades are defining the roguelite genre, and I fully like that. I like it when playing the game for a long time becomes a gameplay factor and not just something you can do. It's tough to pull off, naturally, as you don't want to have the game feel like you need to repeatedly lose runs before you can actually make a dent. This game pulls it off. The whole variety of options you have will easily carry you for ten hours. Meta-Upgrades too, if not twenty or more. In a way, Axom Conquest ticks off many of my boxes just the right way. Which makes tiny issues just the more frustrating, given how close the game is to being a perfect example of a well-rounded game of the genre. Issues: - I love the minions, however, they seem to become useless when the enemy doesn't move - the minion just sits there and watches, in knife-fight range, not doing anything. I had a flying bug destroy my nexus uncontested because the minion didn't do anything despite sitting ontop of the bug. - Laser Trip-Wire. Incredibly powerful in the early game, but abysmal to control. You need to connect two of them, but they only ever connect with the closest other Trip-Wire. If you build a perfectly symmetric defense ring around the nexus drill, where everything has even distances, you would think you would be able to form a nice rectangle with the lasers, covering all four sides. In reality, in the current game version, not so! Please give the Laser Trip-Wire an interface to manually set the connections, so you can tell it what other LTW to connect with. Inconvenience at using should not be the balancing factor for this otherwise very potent Hazard. - Hazard-focussed gameplay seems a bit weak in contrast to Tower-focussed gameplay, both in terms of range and total hazard count. I know Hazards are primarily supplements, but they feel like they should be options to Tower-focussed gameplay, at least with the Orange Nexus. For that matter I would slightly buff the amounts of all Hazards except the LTW, by at least one or two all across the board. Most maps allow for chokepointing, while on occasion you have very open maps that force you to sell upgraded Hazards just to cover other ground, as the enemy will spawn from any location and there seems to be no way to force a direction. It's a really cool game. I am really happy about the investment, and would recommend it to others. I hope you can find the time to keep polishing and upgrading the game, because raw diamonds deserve to be polished, and this diamond is almost perfect already!
Crisp clean, fun to go for scaling builds, fun to find combos and eco tricks etc. Difficulty actually increases meaningfully, so there's a good challenge as you progress.
Cute classical tower defence. It has a lot of small details, which for me shows it’s a labour of love. Each playthrough is different enough to make it interesting. Also, you get to push aliens off cliffs with an orbital Ion Beam, which is a massive plus in my book. I bet I can get 10–20 hours of enjoyment out of it while going for 100% completion. For around 10 euros, that’s totally fair.
I think I've played just about every Tower Defense on Steam.... Axom does a great job of balancing what makes Tower Defense so fun, but also adds in some interesting wrinkles to mix things up. The enemy is constantly changing it's attacking positions, forcing you to make fresh, hard decisions each run. The maps seem random generated, and the towers are given to you in a roguelike manner, so it's virtually impossible to have a vanilla, go-to strategy. Of course you will have favorite approaches, but you will be forced to adapt throughout the run. I'm extremely impressed with the balance for such a young game: I'm 10 hours in, unlocked a next difficulty tier and feel like so far the balancing has been fantastic. I highly recommend to general fans of the genre, and really anyone looking for a casual, but challenging, strategy game.
近几年最好玩的塔防,希望早点出汉化
dont buy it - Out of Video Memory....Realy... The start of the Game is nice, super easy and you need just "luck" in pickups - but later on, the "Hardware" Problems comes up with higher Difficulty and more Enemies & Towers which makes it unplayeble with the Crashes. Three Days after Release comes a Patch which change the needed Reqirements in Steam Describtion - Patch 1.0.1.2. (My System still has enaugh Requirements) And not only the Describtion has changed - three Days after Release - Gameplay Mechanics changed like Attack Speed from 200% to 100% as example. Or Performance settings..... Sure Patches are nice but: The Game comes out - not was in E.A. - and three Days later Patch 1.0.1.2 we can see how the Work goes on because its unfinished, not stable and the changes looks like they where not realy tested bevor. Beautiful Idea for a Game but yeah - it needs more work/polish. 06/2026
Графика - режет глаз. Такого мыла я давно не видел. Причем на трейлерах - все четко, но в игре - капец какой-то. Особенно бесят размытые шрифты. Но в целом, игра не без интересна. Есть мета-прокачка средней унылости (+5% к дамагу башен, +5% к хитам башен за час игры). В целом, на день-другой, если вы любите жанр и ооочень не прихотливы к картинке - попробуйте.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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