
The unstoppable fluid enemy has returned and destroyed every world in its path! Defend against Creeper as it floods across the 3D terrain in this real time strategy game where the enemy is a fluid.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 4.7Kreviews | 95% | — | $4.4M |
| $24.99 | 77ratings | 92% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 824 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
didnt expect to be that addictive
amazingly fun and unique gameplay. The one thing "holding it back" is that if you win, you win. the moment you "overcome" the stability, you know you've won if you dont frick it up
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 831 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Update: I still stand by my review, the one addition I would make is that the only challenge in the main campaign is the last level (and maybe the second to last level). There are some very challenging levels in the span experiments, so those are more interesting. There are also probably a lot of good community-created levels that are worth trying. I haven't explored those much yet though. TLDR - If you haven't played any CW games, you're much better off getting any of the other games in the franchise. If you are a hardcore CW fan, it might be worth playing this game even if you don't like it as much as other CW entries. I think I prefer the other entries in the creeper world franchise over this one so far (reviewing this about halfway through the main campaign). It has some interesting maps and content, but it just doesn't hold up as well in other areas: - Resource management is too easy and doesn't provide any real challenge to the early gameplay in each level - The lore is not as good as previous CW games (not that I care that much but at least it wasn't just straight up confusing and disorienting) - New mechanics are poorly explained (I imagine this would be even worse for someone who's never played a CW game before) - But being in 3D is what I dislike the most in this CW installment. The 3D graphics don't enhance the experience for me and I actually find them annoying in many cases. I think I would like this game a lot more if it just used a top-down 2D view. I'll still probably play through the rest of the main story, but I definitely prefer to go back to CW1, CW2, PFE, (and I imagine CW3, though I haven't purchased it and played it yet, but I've heard it's really good).
Metal towers in the dawn of space, Pressurized hum of humanity’s grace. The grid unfolds, in nodes and beams, But from beneath the silence creep nightmares and dreams. Blue-green waves advance in patient flow, A quiet tide where no wind blows. Each sentry fights in radiating light, Pushing back darkness with all its might. Build your lines, your mortar drums, Against a flood that never succumbs. Refineries glow, cannons awake— A desperate stand that won’t forsake. In the quiet the alarms still ring, Through asteroid fields the sirens sing. And as the Creeper slopes its cyans tide, You hold the line, your will your guide. When victory comes in echoing chime, When the wave recedes, just for a time— Know the war will rise again, In Creeper’s reach, where hope defends.
The game is a fun spin on tower defense games, but uses fluid mechanics instead of the more traditional mobs, which is quite innovative.
The 3D aspect can be a hit or miss, unless you player custom "FPS" maps where its absolutely brilliant. All in all its probably the best out of the 4 CW's
The game itself runs well, has a brilliant gameplay loop, and is extremely well paced. The devs also have a great sense of humor, usually i skip all the dialog in most games but this one was funny enough i started actually taking the time to read it all. I remember the first creeper world games on their website and armor games. I played 1, evermore, userspace, academy, and the rest. This game, despite its 2010 look, holds up today as a version of one of my all-time favorite games. As a Tower Defense RTS base builder with a campaign and open levels and more, Creeper World 4 is the best iteration of the series, and one of the best tower defense games.
i love this game, it has it hard moments and it's fun moments, if you want a game that is fun with a lot of cool story stuff i would say to get this game and the others before it.
Good Game the game is fun and pretty challenging at times
It's not quite there, but it might just be that the game just isn't my thing? I was really excited to play the game because it seemed clear from reviews and the development history that this game is both an experimental take on tower defense and management while having a unique gimmick for the enemies. So seeing a fourth itteration with overwhelmingly positive reviews and as much content as possible for what the game is sounds awesome! Unfortunately I think there are a lot of things that are either not touched on to make the game interesting or the game just doesn't have a base formula polished yet, but I'd rather hope it's just the delusions from the former rather than it genuinely being a problem of the latter. Mainly the real issue with the game is that it feels like a slog. I know that the whole point is that you're supposed to be pushing back against this enemy that's composed of literal volumes of liquid, so it's meant to be more alien, oppressive, and equally interesting to look at, but instead it leads to the game feeling kindof boring. Instead of feeling like you're just barely surviving and only barely managing to push back against an overwhelming threat, it instead feels like your strip mining where your slowly just grinding away at the edges of the map to push it back just enough to connect to the objective. I know this sense of satisfaction of slowly inching towards victory might be satisfying for some, but when the tools you use to deal with the threat ends up being just gun turrets and bombs instead of something equally unique for the liquid, I can't help but get a sense that the liquid is just the developer being lazy with what the enemy is to have an easier time making the game instead of any genuinely interesting concepts with an enemy that is made of liquid. While I realize this is completely unfair to blame it all on just visuals, I at least think it's worth a recommendation to swap things like gun turrets and mortars for maybe liquid vacuums, or if they even shot out a freezing element they'd shoot to shatter the now solid enemy, or make them get absorbed by a sand bomb, nothing crazy, just a little flavor text. I also fully believe it's entirely possible that's where the criticism ends. It's not for me with how it's just a slow push with what feels to me to be an unimaginative world. What I really hope though is that I either didn't play enough or these initial problems I faced gave me the sense that... I feel that similar to the unimaginative aspect, there's not really anything special mechanically with the game. It's just placing a bunch of towers to keep up energy and then placing turrets as the enemy will slowly peel away. As far as I could tell, the enemy could be replaced with anything else, so much so that I don't even really feel it's really an enemy. This game could be called "terraformers" or something and be about using plant turrets to slowly make areas of a planet green and vibrant as the poor atmosphere conditions make it worse. It could be hordes of zombies, it could be mist, growing solid blocks or just magic light just as much as it could be a liquid, it doesn't make you think any differently about this enemy than you would a big red spot labeled "evil" While not liking the style or liking the way the game plays out is one thing and entirely just up to my opinion and why I wouldn't recommend it, I would put the last criticism as something for anyone to be wary of with this game. If anyone could let me know if I just haven't played enough or if there are things introduced that would be nice and I'll edit the review. Otherwise I'd just say this game is disappointing, and for my taste just not really fun :/
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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