
Cartridge Defense is a tower defense game with over 300 distinct collectible cards that you will use to create your own decks to defend against robots in the cyberpunk inspired future. Play cards (cartridges) to spawn towers, upgrades, special abilities and more in a campaign or rogue-like mode.
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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 46 reviews with recorded playtime.
Reviews
Themes across 46 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
Cartridge Defense is a slow paced TD game emphasising on the strategic aspects of the genre, so if you are looking for some fast paced action like Kingdom Rush this game is probably not what you want. For those who want to build strategies and then just sit back and watch, this is the game for you. This is the best TD game i have played in a long time. It has all features you could ask for, maze building, a good variety of towers (that can have special abilities like slow, poison, armor/shield piercing) and a good variety of enemies that force you to adapt your strategy. A load of possible prioritizing options for your towers. The deckbuilding adds very well to the strategic aspects of the game, but dont fear you have to try and try to finally figure out the right deck. there is plenty information on the pre-lvl screen, so you already know what kind of towers will be good. The roguelike mode is super fun too. I just whish to get cards as a reward. As is after beating the game, i am still far away from collecting all cards and i dont rly like grinding the same levels while slowly building the collection. So please add rewards for roguelike mode. Graphics and sound are fitting the atmosphere. I like it, but thats just personal preference i guess. TLDR: get this
I don't normally play deckbuilder games. But I actually really like this one. The atmosphere of the game is more appealing to me with its cyberpunk vibe as compared to some of the other tower defense games like Bloons as a for example. I also like the less frantic pace of getting to set up your towers and then make adjustments between rounds rather than having to spam towers in the middle of the wave. The more granular control of the towers and power ups make for interesting mechanics which give you additional elements of control you don't normally see in tower defense games and at the same time allow you to make changes on the fly while the waves are happening. The tower LOS elements add an additional interesting layer to this game. I'll probably come back and play this quite a bit more once it goes to full release so I can see what additional content/tweaks get pushed out.
great game great music
游戏模式比较新颖的塔防,塔建造的地点比较自由,但造什么塔有限制,采取设置卡牌池抽卡的方式,需要先想好卡牌池里放哪些卡。可惜没中文,倒也可以玩玩。
Great TD game you can see my hours played, please make a part 2
It's a tower defense game where you build a deck. The deckbuilding is fairly sophisticated (yes, there are some fairly degenerate combos) and the tower defense gets hard enough that you need to do some good deckbuilding to win. There's a lot of content - a decent sized campaign, an endless mode, and a roguelike mode. There's more cards than you'd expect too. The theming is very on point, evoking a sort of 90s cyberpunk, right down to the saxophone laden music. Overall, quite enjoyable and worth the price of admission for fans of such things.
Cartridge Defenders is a mix between a Deckbuilder and Tower Defense. The game has a cyberpunk aesthetic with a smooth synthwave soundtrack but there isn't any sort of story. If you like you can pretend you are a hacker that infiltrates several places and has to defend himself against the security program but the game never actually tells you what you are doing. That being said, the game is a lot of fun to play, probably one of the best games with this kind of gameplay. Main gameplay is centered around building decks and then using them in typical tower defense levels. Cards (or cartridges, as they are called in this game) can be towers or special effects but they are mainly towers. There are 10 different towers but each tower also has five different levels with each level increasing its fire power, range and even the amount of barrels the tower has. Cards can be any of the ten different towers in any level but they also can have special effects attached to them, for example you could get a tower that already has increased range when placed. Played towers do not initally land on the field, instead they are placed in the so called "waiting area". At any point during your game you can pick up those towers and place them on a free space in the level. This allows you to save towers for emergency situations if an enemy sneaks by your defenses. There are also cards with special interactions for the waiting area but I will explain this later. The ten different towers are very straightforward to learn, each one fulfills a purpose and is generally designed to counter a specific enemy type. Flamethrowers for example hit everything in its cone and also burn enemies for damage over time. There are two special tower types that deal no damage and act as support towers. The first is the amplifier which provides passive boosts to other towers in its range. The other tower is the monument which has strong, global effects. All other towers are designed to deal damage although they also might have abilities for more supportive roles. Another special building in this game is your command center which acts as your base. Your command center can build any tower even without cartridges and you can use it to upgrade your towers to higher levels but only to the same level as the command center itself. If you want higher levels you need to upgrade it. Upgrading towers and playing cards costs cash that you get for beating a wave during a level. Yu don't get cash for killing enemies which is actually refreshing to see in this type of game. Each wave beaten will increase the amount of cash you get per round, so eventually you can play your more expensive cards. An interesting aspect of the game is how lives work. Power Cores are both your lives and a currency. You loose them if enemies reach the exit but if you beat the level you can keep the ones left. These power cores can be used to buy cards directly in your collection. There is also a second currency that you get as drops from enemies, this can be used to buy cartridge packs with a random set of cards. By using a way to get cards randomly but also having the ability to buy them directly you give the player two ways to complete his collection and one is done by how well he performs in levels. Enemies can also drop all other kinds of loot like more power cores or even entire card packs. However, you lose everything if you cannot win the level. Luckily you can play older levels any time you want which allows you farm for harder levels. This is where the sponsored mode comes in. At some point in the game you are introduced to the "Sponsors" because nop cyberpunk game would be complete withpout megacorps. Your sponsors provide you with modified cards and towers and each company has their own specialty. Suntact likes randomness so each tower you play from them gets a randomized stat boost. Diptech prefers posion, so their towers get a poison effect. Atomshot does not like protection which is why they give you armor and shield piercing for their cards. Remember when I mentioned the waiting area? Shadowfuel hands out boosts to towers in the waiting area with increasing effects depending on the number of waiting towers. And last there is Neutron Monuments which instead gives boosts for towers already in the playing field or destroys towers in the field to play stronger towers. You get sponsored cards by playing old levels again in sponsored mode which increases the number of waves but after every fifth wave you can decide to cash out the level and get a sponsored card. There is no other way to get sponsored cards, you cannot craft them or get them from packs. What I really love about this game is that while it first seems shallow, you will eventually notive that it has much more depth initially thought. Over time you unlock entire new modules which change the game drastically. Sponsored mode is the first one but you also get targeting options for your towers, consumable items that your command center can use and much more. The last thing I want to praise are the visuals of this game. The game lives the cyberpunk theme and you can feel it at every corner of the game. The entire UI is designed to look like you interact with a digital setup, the main screen looks like a computer screen that you interact with, the actual levels are holograms that are displayed on your home table and your cards look literally like sci-fi cartridges that get slotted into a machine when played. You can tilt the camera during levels to look out of the window of your home and see the glowing neon signs, dark and tall buildings and sometimes a flying car or drone will pass by. The holographic levels also fit into the cyberpunk setting, they are areas from the city you live in, like streets, slums and corporate buildings. It looks truly fantastic and gives the game so much life. I really recommend this if you like deckbuilding or tower defense or even better, both.
Insane difficulty spikes Card management is a pain, prevents you from using game mechanics
One of the best tower defense games I have played. I'm normally not a big fan of deck building but it works well here. It gives a lot of strategic choices. Good selection of game modes too. I'm looking forward to tackling the roguelike mode after finishing the campaign. The visuals and UI are weaker points but these can be forgiven in a game like this.
Addictive. I'd say the perfect tower defense game honestly. You molding the board with the turrets themselves is what I've always wanted out of a TD game. Won't ever need to buy another TD game imo.
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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.
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