
A short active incremental game where you stack ludicrous weapons and upgrades onto a tower. Destroy a gigantic evolving horde, unlock new tech, repeat.
Modeled estimate, not a reported figure. How we estimate →
About
//Select a level, and aim your tower's artillery towards incoming enemies. BOOM! Grab any precious resources the enemies drop.
//The tower will inevitably fall. Under your command, it will rise even stronger. Fortify your tower with weapons and upgrades.
//Research new and increasingly powerful tech.
//Defend the Bastion until the end. You and your weapons research program are the last line of defense against the machine army. There's no telling if this reckless operation will allow Humanity to survive. What will happen when the horde becomes insurmountable?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Portuguese - Brazil, Simplified Chinese, Turkish
Engagement
Reviews
Themes across 68 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The progression really slows down after the beginning and I myself find it a bit too grindy just to progress a level. The upgrades dont feel very impactful in the mid/endgame and it gets quite boring. Still worth playing tho.
Хорошая игра на вечерок-два (если не спешить), под конец придется побегать, чтобы поискать оставшихся врагов на ачивы, если не сразу заметишь, что их тип и кол-во отмечаются после завершения уровня. (:
Es un gran titulo tipo TD-grind de estilo retro, y es desafiante en ciertos puntos, pero la dificultad decae bastante en los últimos niveles. Para mí, el nivel más difícil fue el 19 debido a que no tomé una mejora específica, y tuve que rejugar bastante los niveles anteriores para compensar. Aún así, fue muy entretenido, e incluso puedo decir que me encantaría ver un juego con este estilo pero más extenso y con desafíos "más desafiantes".
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Hours played at review time, across 68 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Pretty satisfying short incremental - upgrades felt meaningful pretty much up until the end, without any real player traps in the upgrade tree. Visually appealing and nice flow. No real replay value, but that's to be expected with this niche genre and low price of entry of such games.
一度クリアしたら処理落ちがすごいことになってしまいプレイできなくなってしまいました。
Super tight, very well designed progression and gameplay. You'll enjoy every second of your playtime. I restarted progression immediately after finishing the game, because I felt the itch to kill some more robots. I very rarely do that with incrementals. Bravo.
This 'game' is chaos. The basic mechanic is hardly player controlled. All the way down to the selection of upgrades, it's dictated by each levels new resource. The upgrade tree is hardly even readable, and randomly unlocks new branches once you've GUESSED right by blindly selecting an existing upgrade. Even an upgrade you didn't want and showed no indication there was an entirely new branch behind it... You'll regularly waste time chasing a branch that dead ends, while missing an entire branch behind an upgrade you didn't want. This game can hardly even be called a game... You as the player have very little actual agency in victory or defeat, which upgrade you want or don't... It's like gambling with dice, with the illusion that you have any impact of how the dice are cast.
I had a really great time with this game. This is a game you can 100% in a weekend (7~ hours) and for three dollars that's a lot of a good time. The incremental upgrades were well balanced, I never felt stuck but I also never felt like progress was trivial. You won't come back to this game endlessly, but if you want a fun "kill things, buy upgrade, kill thing again" game loop this is a well contained package with no microtransactions. Each run lasts about a minute, and there was enough extra stuff, like Pachinko, to make the resource collection fun and feel like every resource you could gain did have meaning. Some of the levels were difficult, some near the end become extremely easy (21~24) once you get past one final hump in difficulty. As a side note to the developer, every hour that you spent on this UI was worth its weight in gold. The interface was one of my favorite parts of this game and the level of detail you put into it was definitely noticed. My only recommendation would be to add some DLC of more levels, or maybe to design an endless mode with settings the user can configure (quantity of each enemy type, etc.) similar to Exodus. Exodus itself did feel underwhelming, maybe that was by design? The tower is so powerful at that point that it's more of an interactive cutscene it feels like. On the QoL side, it would be helpful to see the stats for each weapon post-run so we can understand which are our most effective weapons and which we might want to prioritize upgrading over others. Fantastic work overall.
It was pretty fun!
dope as ♥♥♥♥♥♥♥♥♥♥
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