
Desperate Place is a strategic tower defense game where you play as a crew member who wakes up early on a damaged colonization starship. Stranded on an unknown planet, you must gather resources, repair the ship, and defend against alien monsters to survive and escape.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 4 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
In the year EC3040, humanity is no longer confined to Earth and has begun to colonize the stars, exploring new habitable planets. During the journey to the KOI 7711.01 planet, the colony ship unexpectedly encounters an extremely strong ion beam wave released by a red giant star, causing a leak of helium-3 stored in the fuel compartment. The ship is forced to land on an unknown planet, where it must search for helium-3 to maintain fuel supply and repair the damaged vessel. To make matters worse, every time helium-3 particles are brought back to the ship, unknown creatures on the planet launch an attack on the ship. To successfully reach your destination, you must temporarily build a small base to eliminate all incoming enemies.
As the commander, you need to use the limited resources at hand to build a small base capable of completing the mission.
Building a base on the desolate surface of an alien planet is no easy task; it requires careful planning of the base layout and choosing the best locations to construct resource extraction stations and research facilities. To fend off attacks from unknown creatures, it is also necessary to build sufficient defensive structures, including not only defensive towers but also traps and obstacles that take advantage of the terrain to slow down enemy advances.
All fear stems from a lack of firepower. Overcome your fear of the unknown creatures with superior firepower!
The game offers a variety of defensive towers, including artillery towers, laser towers, and missile launchers, each with its specific range and damage type. Please arrange the defensive towers rationally according to the characteristics and attack routes of the enemies to form a crossfire network and maximize damage output.
Enemies will become stronger and more diverse as the game progresses. Continuously adapt and upgrade your defenses to give these pesky creatures a taste of bullets.
To complete the mission, you need to utilize all available resources: barriers, towers, traps, and even yourself and the little robot that accompanies you.
Even if you are temporarily safe, never settle for the status quo. The planet's weather is unpredictable and can affect your established defense plans at any time. Do not have any mercy for the monsters on this planet.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game has a lot of well-made content. Towers, units, heroes, enemies and bosses. All with nice art style and diverse mission setups. But everything feels like unfinished beta. Unbalanced and underwhelming. Heroes go everywhere from useless to ok, translation is often incorrect or means something different, priority target upgrade works sometimes, towers and units have a lot of upgrades that are useless or obsolete. On top of that waves consisting of almost always the same setup, so there is no point in experimenting. This mixed with quite hard loop based on small amount of resources, makes game tedious kind of hard, rather than fun.
1.怪物提升巨大,而防守炮塔提升根本不成比例,一队人马守勉强守一路的同时,其他路根本只能拖延。 2. 收入是根据资源产出设施的剩余量来的,守不住路根本就没有资源获取来源,被动等死。 3. 没有任何手段可以在游戏外资源提升,卡第二关应该是所有人的常态,根本没有能力和动力去想研究下去的必要。 综上所述,这款游戏不适合休闲游玩,只适合这款游戏开发者,测试者去玩,没有考虑任何新手玩家对于数值上手的提示。 不值得购买。
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Traditional Chinese, Korean
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
对thronefall拙劣的模仿,游戏的创新点几乎全是负面的,你还不如全抄了,都比这好玩。比如这游戏的电池系统,少一点电,全部设备都停电,玩到后面,多建了个塔把电用了,全部塔都不工作,也没法手动拆,只能让怪物打进来拆个炮塔回复电力,可以看得出来作者想要让玩家保护电厂,规划电力,还有用电量上的取舍来做系统,但是你这设计的真是不行,玩下来就感觉这个系统很蠢,反倒是限制了玩家的发挥。第二个是这个遗物系统,thronefall可以选择自己携带什么遗物,全局生效,然后玩相应的套路,你改成了战术中心,而且大部分战术还只持续一天,使用次数也有限。人物的设计也没什么意思。总的玩下来很不爽。
НЕТ РУССКОГО ЯЗЫКА
垃圾游戏,平衡做的shi一样,怪做的比塔好
难度太高,而且局外成长几乎为0,很多局外效果居然还有负面影响。 前两关还好,从第三关开始,第二天就上攻城怪,还只锁建筑,练拉扯空间都没有,角色吸引不到怪物仇恨,直接锁塔锁矿,恶心得要死。
Смешанные отзывы по состоянию на 09.01.2026 - какое-то неудачное стечение обстоятельств. Бывает. Desperate Place – это Thronefall по механике: и эта игра сполна позволит утолить голод от недостатка новизны, когда вы знатно побегали по фигурному миру Thronefall. Миссии не проходятся запросто, надо думать, планировать, распределять. А это вызов. А вызов — это интерес, это захват внимания, дофамин. Не совсем понял, почему в описании игры была ссылка на Into the Breach (я прошел ее вдоль и поперек, но искренне не понял, где вдохновение или заимствование из этой игры). Из пожеланий — наверное, надо добавить биографию каждого члена экипажа. Механика — это сладко. Но как же блекло и мертво без сюжета. Но портреты членов экипажа харизматичные и детальные — пока это достойная компенсация.
Desperate Place is a tense and methodical strategy experience that blends tower defense, base building, and survival mechanics into a cohesive sci-fi struggle for escape. Developed and published by BruceGalaxy, the game places the player in a hostile and unforgiving situation from the very beginning: a damaged colonization ship has been forced into an emergency landing on an alien planet, fuel is leaking, and hostile native lifeforms are already closing in. This framing gives the game a constant sense of urgency, ensuring that every decision feels connected to survival rather than abstract optimization. The gameplay loop revolves around constructing and maintaining a fragile outpost while defending it from relentless waves of alien attackers. Resources are limited and must be carefully allocated between extraction, research, ship repair, and defensive infrastructure. Unlike many tower defense games that focus purely on optimizing kill paths, Desperate Place asks players to think holistically about their base layout, balancing long-term goals with immediate threats. Each structure serves a practical role, and poor planning can leave critical systems exposed, forcing difficult trade-offs between expansion and security. Combat unfolds from a top-down perspective and emphasizes preparation over reaction. Defensive structures range from basic turrets to more advanced weaponry, each suited to different tactical roles. Creating effective kill zones, overlapping firing arcs, and using the terrain to funnel enemies becomes essential as enemy waves grow more numerous and aggressive. The aliens themselves evolve over time, introducing new behaviors and resistances that prevent the game from becoming stagnant and require players to continually adapt their defensive strategies. What gives Desperate Place its identity is the way its systems are tied directly to the narrative objective of escape. You are not simply surviving for survival’s sake; every successful defense and resource haul brings you one step closer to repairing your ship and leaving the planet behind. This structure gives the game a clear sense of progression and stakes, making losses feel meaningful and victories feel earned. The pressure of knowing that failure could result in losing hard-won progress adds a layer of tension that persists throughout the experience. Visually, the game adopts a clean and utilitarian 2D style that prioritizes clarity and readability over visual spectacle. While it may not be flashy, the art direction supports the gameplay well, ensuring that enemy paths, tower ranges, and environmental features are easy to interpret at a glance. This clarity is especially important during intense moments when multiple waves converge on your defenses. The sound design reinforces this focus, using functional audio cues and ambient effects to maintain immersion without overwhelming the player. Desperate Place is not without its rough edges. Balance inconsistencies and occasional interface frustrations can interrupt the flow, and some systems may feel underdeveloped compared to larger-budget strategy titles. However, these shortcomings are tempered by the game’s strong core loop and clear design intent. It feels like a passion project that values challenge and player agency, even if it sometimes shows the limitations of its indie scope. Ultimately, Desperate Place succeeds as a focused and demanding strategy game that rewards thoughtful planning and adaptability. Its combination of survival pressure, defensive tactics, and narrative-driven objectives creates an experience that feels purposeful rather than repetitive. For players who enjoy tower defense games with added strategic depth and a constant sense of threat, Desperate Place offers a compelling and often stressful journey that captures the desperation implied by its name. Rating: 7/10
Feels a bit raw: 1. UI has typos, missing translation, fails to give some information about changes on upgrading tower etc. 2. Controls are somewhat confusing (would love to build with my mouse, not by running to some spot on the other side of the map or swapping 20 buildings with drone) 3. Gameplay-wise I dislike how crew all have some downsides. I dislike how you need to spend medals to activate tactical abilities. For me fun in tower defence comes from making strategic choices in preparation phase and then seeing the destruction in battle phase, and here you are running around constantly in battle phase to increase firepower where it is needed which could've been good if camera wasn't attached to your main character. If only you could select units with your mouse freely and give orders this way. With this issues fixed could've enjoyed this game, but currently can not recommend it.
屎啊,我最后悔的就是ea玩过后添加愿望单正式版出了后买了没玩过了退款日期。 人物移动速度慢如龟爬,连准备阶段无限耐力跑图都不给合理怀疑拖退款时间, 怪物超强锁建筑ai,怪物拉着拉着就脱仇恨强锁建筑, 怪物每波强度陡升,不知道的我还以为我是进攻方呢。
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Players by region
Where this game's players are, estimated from review languages.
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