
Form your own genre with skills in different elements, use building rewards to build your own unique maze in randomly generated levels, and fight to survive waves of monsters to win
Modeled estimate, not a reported figure. How we estimate →
About
Open battlefields, freely design your ultimate defense strategy.
Using free-form map design, you'll place various shaped structures to create your own custom maze layouts.
Auto-battler style: combine three for upgrades and synergies.
Discover the perfect skills across different elemental and ability types, then combine them into powerful synergies for maximum impact.
Countless structures with unique effects for strategic placement.
With hundreds of buildings offering distinct advantages, you'll need to carefully consider optimal positioning to maximize each structure's potential.
Roguelike tower defense for a whole new TD experience.
Featuring procedurally generated Roguelike levels, every run delivers a completely new experience with different skill builds and construction strategies - you'll be hooked for hours.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 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
挺好玩的
不错的游戏
好玩
好玩有意思
=U=
不要入坑,有點無聊
挺好玩的一款结合了rouge自走棋的塔防。在内容没有消耗完的时候,整体游戏体验还是很棒的。 优点: 流派大羁绊的画面非常可以,每个流派有截然不同的画面表现和特色。体验很不错。 刷怪的爽感是足够的,刷起来很耗时间。 建筑的增幅也各有特色,也似乎很有自由度。 有迷宫构建的味道。 缺陷: 游戏的长线内容较少,不同关卡地图带来的差别过小。 天赋树非常肝,带来的变化大部分都是数值。 想设计成让玩家自由铺路的玩法,但是给的铺路的机会和次数比较有限,玩家实际上很难把路铺起来(如果天赋没有点满的话)。 陷阱看起来是想好好设计的,但是陷阱想要起效条件非常苛刻,要求电力或者动能,玩家在一局里比较难凑齐自己想要的搭子。 总结:喜欢轻度塔防肉鸽的玩家可以入一下玩。但是现在的内容不值38块我感觉,打折时可入。
might consider getting it again if it doesn't heat up my laptop from time to time
要搭建路线造塔防,挺好玩的游戏,就是难度高我打不过
还可以,需要思考策略规划路线,不然有点难
Related
Related
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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