
Build and defend using a modular system of castle blocks. Fend off enemies who will climb over and break through your defenses. Collect new blocks and research techs to improve their strengths. From lowly soldiers to powerful siege weapons; defeat them all as you strive to protect your kingdom.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
Game is enjoyable and provides a challenging enough gameplay with some replayabiilty (the replayability mostly comes from if you want to challenge yourself to beat the levels in a different way) -- but it does feel like you can kind of cheese through it once you achieve certain upgrade paths. It does take some time to get said upgrades though, so I'd say it's still enjoyable overall. It's just that if you're looking forward to the difficulty scaling as you get upgrades it doesn't really feel like it at the time of this review. Once you reach a certain threshold it doesn't require much strategy anymore in my opinion, unlike the early phase of the game where you don't have a lot of upgrades or tower options yet. Endless mode, after beating the campaign, was nice for a time, just to see how far I could push myself, but it did fall off eventually because like I said earlier there's no real difficulty scaling and once you reach a certain point it doesn't get much more challenging than it already is and starts to get a little boring (for me anyway). Creative mode was fun too--but that may be more so because I do enjoy building / simulator games, so it's just always nice to be able to create the thing stuck in your head at any given time. I'd say it's well worth the full pricing at this time and priced fairly (~12 USD). No regrets or laments about pricing after playing through. Definitely check out the demo to see if you'd be into this though. I had plenty of fun with the demo for quite a few hours before deciding to go ahead and buy the game and then had several more hours of fun with the full game. If you get done with the demo and you're itching for more, get it! If you had your fun, you can stop there, you're not missing too much apart from the last couple upgrade/tower options and the differing game modes with all its various map options. Here's to hoping for more content updates in the future!
Decent Game
Very fun little game, definitely worth the money and can see it being expanded on in the future.
Not really a good tutorial which leads to a bad start and overall not too enjoyeble experience.
The winning strategy is tall arrow towers that can aim inward towards the keep, with a keep surrounded by two wall sections and a turret. That's it, that's how you win everything. It's so consistent that I don't even feel the need to beat the game, since it would just be rote repetition and waiting. Which isn't a game worth playing, to be honest.
I need to build ditches !
I was very surprised at how many features this game comes with such as a functional and inclusive tech tree that touches all aspects of the game. The deck system and management were very well thought out. I can absolutely recommend playing this game. If this game receives the proper love and attention it will become a industry changing game.
good game, with lots of potential to make it one of the best tower defence game
[b] Positiv: [/b] + simples Spielprinzip: einfach zu erlernen durch Demo-Kampagne. Man kann eigentlich nichts falsch machen. Man kann stellenweise Entscheidungen/seine Auswahl rückgängig machen. ++ verschiedene Spielmodi zur Auswahl: Kampagne, Endlos-Modus, Kreativ-Modus + kleiner, überschaubarer Technologie-/Fertigkeiten-Baum [b] Negativ: [/b] - zu schlichte Grafik, das wird sicherlich einige Interessenten abschrecken. Ich fand es erst mit eingeschalteten Hex-Feldern einigermaßen erträglich. --- die Design-Entscheidung, dass man seine Bauelemente und taktischen Kampfoptionen (z.B. Pfeilhagel, kurzzeitig schnellere Feuerrate) quasi in einer Art zufällig gezogenen Bau-/Fähigkeiten-Auswahl (wie eine Art Kartendeck) zusammenstellen muss und nach jeder gewonnen Welle, aus diesem "Kartendeck" / dieser Zusammenstellung zufällig drei "Karten" gezogen werden, macht das Spiel a) schwerer und b) unnötig kompliziert. Man hat keinen Einfluss darauf, welche der gewünschten bzw. benötigten Bauelemente man für den Burgenbau nutzen kann. Gerade in der (normalen) Kampagne wird das bei den späteren Missionen ärgerlich. - keinerlei Einfluss auf welche Gegner die eigenen Truppen/Türme zuerst feuern sollen. Einzige Ausnahme: die Taktik-Option: Pfeilsalve. Aber diese ist (verständlicherweise) nur begrenzt verfügbar. [h1] FAZIT: [/h1] Auch wenn ich die grundsätzliche Spielidee gut gelungen finde und das Spiel gerade am Anfang durchaus Spaß macht, stellen sich die Entwickler mit ihrer Design-Entscheidung, die Taktik-Optionen und BESONDERS die Bauelemente (für das Burgen bauen) in eine Art "Kartendeck" zu packen, selbst ein (Spielspass-)Bein. Das hätte man einfacher lösen können und damit dem Spieler mehr Entscheidungsfreiheit geben können, indem man dort Bau- und/oder Taktik-Punkte nach jeder geschafften Runde vergibt. Mit dem jetzigen Design macht es (zumindest mir) auf Dauer keinen Spaß, da einfach der ZUFALL (als unbekannter Gegner) mitspielt. SCHADE !! Wen das nicht stört, kann das Spiel trotzdem mal ausprobieren. Meine Burgbau-Wertung: 60/100.
This game is a fun little time burner that gets you thinking about strategy. By strategy, I mean minmaxxing your archers until they are essentially machine gun nests. Once you get arrow slits making your walls short range archer towers, its just over. Would definitely recommend, ask any questions you may have and I will try my best to answer.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
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