
Everwarder is a refreshing take on the tower defense genre, blending roguelite mechanics with a time-based survival concept. Fight against the encroaching darkness and fend off emerging enemies. Collect artifacts, buy upgrades, discover ancient structures, unlock new units and more!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 23 → 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 Everwarder there's you, and a procedurally-generated world covered in darkness. Touch it - and it will spawn a creature that will try to destroy your most precious thing – a crystal with your friend trapped inside.
Every run starts with your crystal and a supply of energy. Then it's up to you how to fight the darkness. Do you steadily expand, clearing the darkness, harvesting its energy, and carefully deploying defenders to deal with whatever emerges from the dark? Or do you play it fast and loose, striking out to locate ancient structures and powerful artifacts hidden within?
Failure is just another word for learning. With every run you gather minerals and unlock new options on the upgrade tree, allowing you to become stronger and last longer against the darkness. After all, time is not on your side: Enemies grow stronger as the seconds tick on - but so do you, gathering new resources, boosts, and upgrading your defenders to last just a bit longer.
Every run is randomly generated, with its own set of challenges and twists that will keep you on your toes. Every upgrade tweaks the experience, creating various synergies. So even if you struggle to keep up with the pressure, there’s always a way to turn the tides of the battle!
Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99 | 84reviews | 89% | — | $15.4K |
| $8.99 | — | — | — | 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.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Giving up on this because the controls are awful.
A very good game ideal to kill some time. Maxing everything takes about 20 hours of playing, then you can challenge yourself with higher chaos levels. [spoiler] Missions can often be pretty luck-based with your spawn and artifacts. At higher chaos levels firerate becomes more important than your damage (somewhat). Even with oneshotting the enemies, if there's more of them you just have to shoot faster. Unfortunately with that upproach, since it's better to complete the level quicker, so you have to spawn more enemies at once, there's too many entities and projectiles present that the game loses a lot of frames. [/spoiler] I might have missed it during the tutorial, but I'm still not quite sure what exactly does that one ruin with 3 activators and circle in the middle. One thing I'd add is a better visualisation of when your core is being hit. I know that there's a sound and screenshake, but you (me) don't always play with sound. Sometimes you listen to music or just with your sound off for some reason or another. Screenshake can be missed when you're breaking cells yourself due to bouncing or just because the game lost frames due to high projectile count. Maybe a frame around your screen appearing with every core hit would help.
Media

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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, Simplified Chinese, Ukrainian
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Дуже гарна гра, буду продовжувати грати, радий що автор українець!
Everwarder, developed by qLate and published by indie.io and Paras Games, is a compelling hybrid that expertly weaves together elements of tower defense, roguelite, and survival genres to create a fresh and dynamic strategic experience. Set within procedurally generated environments, the game challenges players to defend a mystical crystal imprisoning a trapped spirit, but it does so with a twist: rather than simply waiting for waves of enemies, players actively control the pace of combat by exploring the world, uncovering hidden areas, and gathering resources. This approach breaks the conventional tower defense mold, encouraging a proactive and tactical playstyle that keeps each run unpredictable and engaging. The gameplay of Everwarder revolves heavily around resource management and adaptive strategy. As players venture deeper into the game’s neon-infused world, they must carefully place defenses while balancing exploration and combat. The procedural generation ensures that no two playthroughs are the same, with constantly shifting layouts, enemy types, and challenges demanding continuous adjustment of tactics. This unpredictability adds a layer of intensity and excitement, as players must remain vigilant and flexible, tailoring their approach based on the environment and resources available. The game rewards quick thinking and clever decision-making, making every moment feel meaningful. A significant strength of Everwarder lies in its roguelite progression system, which offers a gratifying sense of growth across multiple runs. Unlocking new units, artifacts, and upgrades enables players to customize their strategies and create powerful synergies that reflect their preferred style of play. Importantly, failure in Everwarder is not punitive; rather, it serves as an opportunity to gather experience and resources that carry over between attempts. This design choice encourages experimentation and learning, as players refine their tactics and build stronger defenses with each run. The balance between challenge and reward fosters a satisfying cycle of trial and improvement that is a hallmark of successful roguelites. Visually, Everwarder captivates with its striking blend of futuristic and mystical aesthetics, rendered through a neon-lit palette that gives the game a distinct and immersive atmosphere. The detailed environments and fluid animations not only enhance the gameplay but also help immerse players in the game’s unique world. Complementing the visuals is a well-crafted soundtrack that adapts to the intensity of the action—pulsing beats heighten the adrenaline during combat, while softer melodies create moments of calm during exploration. Together, these elements contribute to a cohesive and engaging sensory experience that enriches the game’s strategic core. While the overall reception of Everwarder has been highly positive, there are some areas that could benefit from further refinement. Some players have pointed out the absence of controller support, which can be a limiting factor for those who prefer playing with gamepads. Additionally, the inherent randomness of roguelite mechanics means that difficulty can sometimes feel uneven, with certain runs presenting spikes that may frustrate less experienced players. Nonetheless, these issues are relatively minor in the context of the game’s strengths and do not significantly detract from the enjoyment it offers. In summary, Everwarder stands as a well-crafted and innovative title that successfully blends tower defense and roguelite elements into a cohesive and thrilling experience. Its emphasis on active engagement with the game world, combined with deep strategic layers and rewarding progression, makes it appealing to fans of both genres. With its atmospheric visuals, dynamic soundtrack, and thoughtful design, Everwarder provides a challenging yet accessible adventure that encourages repeated playthroughs and continuous improvement. For players seeking a strategy game that offers both variety and depth, Everwarder is a standout choice worthy of exploration. Rating: 9/10
tl;dr: Very stylish tower defense with a bunch of interesting ideas and some problems. If you are looking for a tower defense game in which everything from the towers and enemies to the levels and the very UI itself is heavily stylized in the same theme, this is the game for you. It offers a very laissez-faire gameplay where you can expand into whichever direction on each level and have to reach certain targets to unlock that level's boss. As time goes on and the more you exand, the harder it will get. The gameplay loop with upgrades, artifacts to unlock and change "colors" (hard to explain, but makes sense once you play) works really well and I'd very much recommend giving it a go. There are some issues, though: The heavy stylization comes at the cost of clarity and usability quite often. It's all a payoff, depends on you if you prefer usability or the style this brings. >>> Unlocks, artifacts, etc. are all presented in the game's "rotated rectangle" style and you have to hover over everything to get information. >>> The main menu isn't really a UI, but a small level that you move through and interact with stuff as you go there. >>> Enemies are abstract geometric shapes of different colors. But those colors do not seem to correspond with the game's colors for "damage types". That makes everything happening near towers quite impossible to follow precisely. If you plant your three damage types evenly, you'll most likely be fine. One big issue I found is that every level plays exactly the same, really. The three "sectors" differ a bit in how they look, but if there is a difference in gameplay between them, it is either miniscule or non-existent. The levels seem to be procedurally generated, but nothing within that generation has a real influence on what you do. The different damage types are an interesting idea, but as you are basically guaranteed to face all of them anyway, you'll need all of them anyway so the only real move to use all three towers you have somewhat evenly (except for the first ones you place, which should correspond to where you expand first). As such, despite the interesting unlocks and paths to escalate difficulty, I found myself having "seen all there is to see" very quickly.
peak, incredibly original and just really well designed, dev knows what they're doing.
A short [b]roguelite[/b] defense game that forces you to balance your time and resources per run. There's only a tutorial and 3 main maps which are all procedurally generated, and most of the gameplay is just about unlocking and upgrading meta progression. Overall, bite-sized fun, but it feels a bit shallow gameplay-wise.
Nice Tower Defense with a lot of cool Mechanics
Fun little loop of exploring and defending, lovely sounds too, very atmospheric if I do say so myself, kudos to qLate!
一款玩着没趣味的游戏,没有任何上瘾打开的理由,不推荐
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Players by region
Where this game's players are, estimated from review languages.
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