
A Roguelike Tower Defense game set on a user controlled procedurally generated island. Select unique cards and relics that enhance your towers abilities, crafting powerful builds to defend against the growing hordes of enemies.
Modeled estimate, not a reported figure. How we estimate →
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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 32 reviews with recorded playtime.
Reviews
I bought the game, because I saw a video about the creation process of this game. But, after playing the first season (level), this game is AWESOME ! The levels are randomly generated and I like the feel. The upgrades are normal tower defense for the moment (only the 1-st level). I will see how to unlock the upgrades (buildings to upgrade towers with special units - like in Kingdom Rush). P.S. I prefer this game, because in Kingdom Rush (another tower defense game made by different devs) I started the level, then 2nd path is opening and they destroyed me (and many players complained that the game was made to be played in one way possible and not by choice).
Hello from the Code Monkey YT video! I'm also working on a TD deckbuilder and thought your game looks really interesting and figured I'd check it out and see if there's any way I can help a fellow dev out. First of all, I think you really did nail the polish in your game. All of the tweens and SFX on buttons are GREAT and in general just navigating the UI feels satisfying. The card selection window opening / closing also felt super slick - loved the sounds of the cards being laid out to you, and the upwards particle trickle in the background is a nice touch. In your video you mentioned game design as a weakness, and while I don't have anything to substantiate these unsolicited recommendations, I have also been researching lots of TDs / deckbuilders so maybe I can share some ideas and how they might benefit your current game loop. 1. With the obvious and stated inspiration from Kingdom Rush, I think you nailed implementing a lot of the key mechanics, however I think a few points were lost. Specifically, KR is able to have the micromanagement of melee towers / heroes / spells because of the restricted tower placement and upgrade system. When playing Castles on Clouds, it felt VERY overwhelming. One factor is the UN-restricted tower placement - rather than half a dozen to a dozen places for a tower, there is an almost endless amount of possibilities when choosing where to place a tower. This then loses the thought process as a player of deciding which key locations to place a tower and makes it much less meaningful. - This doesn't necessarily have to be resolved through restricting tower placement, with a good counter example being Rogue Tower. There are a similarly endless amount of locations to place a tower in that game, but because of each tile having a height bonus it really makes you stop and consider thoughtfully why one spot is better or worse than another. 2. Adding on to the sensation of feeling overwhelmed, I think this is also in part due to all of the options that are presented - unlocked and locked. Perhaps locked items should only be shown on a main menu Encyclopedia or something of the sort? just an idea, but maybe the general direction of figuring out how you want to reduce available inputs and prevent decision paralysis for the player could be good. Maybe you've already been looking into all these issues in which case disregard everything you just read! I'd love to chat TD / deck builder game design if you're interested, just hmu. Cheers
Great work so far, really solid tower Defence. That doesnt feel like early access, infact i believe the early access flag does an injustice. Over all i highly recommend this game, the dev works really hard and has a small youtube channel to check out. Ran into a little bug. After my second play during the same session. UI Buttons failed to trigger and i had to Alt f4 the game. I have a request, and that is a 'retry' button along with the 'save and quit' after losing. Reason being, i made alot of mistakes on my first few attempts and i wanted a quick way to retry the same map.
At this price point, this game is a must for all TD fans, with the expectation of much more content to come... happy to invest in the future!
This game is pretty fun. I have not had the easiest go of learning to play it, and maybe steamdeck was a bad first place to do so, but it's worth the price. Very interested in seeing where it goes long term!
Bought the game expecting about an hour of gameplay before I got bored but its vastly exceeded those expectations. It is a fun little game with a nice chunk of replayability. 100% on the hard side and honestly a bit too difficult in my opinion but you can still push through it if you experiment with different strategies.
Fantastic game for 3 euro. If you're a tower defence fan or if you ever played Kingdom Rush before I would definitely pick this up and give it a play. You'll definitely get value for your money and a good few hours of fun out of it. Lots of cool stuff going on inside. Some tweaking and minor fixes need but it's also early access and doesn't effect the game.
Этой игре губоко пофиг какое у тебя железо . . .: CPU гонит 100% А о самой игрухе, прикольная.
I liked the game, just kinda sad the game dev stopped working on it.
Castles on Clouds is pretty fun already, and if the roadmap is to be believed, stands to become even more interesting as time goes on. It plays like a Roguelight Kingdom Rush, so you can modulate what you do with each run, which does solve one of my personal problems with Kingdom Rush - there's usually one set way to beat each level in that game. Other key differences include a fifth tower type (The Support Tower), control over your economy via general buildings, and a more distinct meta-progression, both within runs and afterwards. In the interest of being fair though, those last three are definitely where the "early access" moniker comes into play. The Support Tower hasn't actually arrived yet, even though the UI shows it off. The ability to control your economy kinda exists, but both the balance of it and interactions with other gameplay elements are very much lacking at the moment. The meta-progression is in and implemented, but the balance of some of the upgrades seems wildly far off, and they lack the individual upgrade elements of Kingdom Rush. Despite the current flaws, this overwhelmingly justifies its price tag (I'd personally argue it's significantly under-valued, and should realistically be three or four times more expensive than it is). Even if the developer abandoned it tomorrow, I've still got oodles of gameplay left to enjoy.
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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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