
Immortal Defense is a story-driven tower defense game in which you give up your body and life to become an immortal "path defender", and defend your home world from destruction, forever. The game takes place over millions of years. Is there anything you would give up everything to defend?
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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, French, Spanish - Spain, Japanese, Portuguese - Brazil, Russian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
I was in the mood for a tower defense game, and this is definitely a special one. There's a great story behind it and the "towers" and graphics are unique compared to other games in this genre. Sadly, the screen is often way too cluttered with bright bullets, making it very hard to see which tower is effective against certain enemies. There are also too many similar levels, making the game too long and repetitive after a few hours. Not my cup of tea.
Possibly the only video game I've played where the visual noise made parsing what was going on on the screen impossible - and I still felt in control anyway. Setting up towers in this game, once you know what you're doing, feels like building a storm and unleashing it on the lower-space lifeforms hapless enough to try and brave the hyperspace lane you're guarding. Once you start the round, there is every chance the screen will descend into a bright, arcane madness of your own creation, if not your own comprehension. This fits the story very, very, very well. The plot starts as you being a human sent into a higher plane to defend your world from body horror war-aliens. You meet a prideful-but-knowledgeable grey alien and learn the ways of the Path, while your pregnant wife gives birth and your daughter grows into a woman and becomes a liaison between your Godlike existence and meat-and-gravity reality. This is already a striking premise, and this is only the early story. The plot goes places from there. Wild, fascinating places. If this game interests you at all - do not look up spoilers. Play it. It's not as hard as it looks. It IS as incomprehensible as it looks, but that won't stop you. Nothing can. You're a Path Defender, after all. I don't think there's anything like this game, even sixteen years later. (PS tho: do not be afraid to crank the difficulty down to 0 if a level is giving you too much trouble. This game is great, but it has some very interesting difficulty spikes at times, let's say.)
It's an interesting tower defense with set paths. Some levels are quite difficult.
This game is like that stoner dude who lives in a forest and knows everything about life but hasn't shared it with anyone because he doesn't concern himself with non-seekers. Buy this game, throw some towers down, and marvel at your (and my) ignorance.
Very trippy and stylistic tower defense game with a quirky story. Reminds me of Jeff Minter's games a little bit, but that's not an entirely accurate comparison tbh
This one looks simple upon first glance but is actually remarkably in depth. It's really grown on me.
So filled with charm and personality. The narration makes me want to read books of the stuff.
This is a hardcore tower defense game! Not for the faintest of the heart. It requires you, to grow as you play, by understanding how the use of specific towers, especially their placement and their individual properties (speed, range, area damage etc.) may affect the actual outcome of the level. And as if that wasn't enough, every level influences your outcome on every other level. This is achieved through a score, which determines how much you can build on the next level. As you complete the first mission, it unlocks some training achievements, which will teach you further to strategize with each tower and deepen your understanding of their use. Then you can go back and achieve higher difficulties. As you keep learning and improving your understanding and your strategies, combined with a very individual higher definition-difficulty setting, the game unlocks a great replaybility, to achieve more and better results. And when you think, that finally you understand what matters, and progress on the further chapters, you must achieve harder and greater challenges and further deepen your usage of the same towers, even achieve the best by now figuring out what the best combinations are. At first, it seems hard and like the game is not teaching you much, but you'll start understanding in the right pace as needed. Your path is one from a newbie to a master of arts, thus it takes time in space. Do not give up. The path is the reward! (you'll understand this once you play the game - remember that sentence lol)
This is an exeptionally good tower defence game, I really dont know what else to say other than telling you to buy it, well worth its price and then some.
一款发售距今18年之久的游戏…最初是我小学在网上搜索独立游戏时冒出来的,当时英文水平不高,全凭乱蒙玩下去,游戏的光效印象深刻,尤其喜欢Danmaku点的粒子攻击…现在已经十几年过去了,steam补票后还是坚持全完美通关了。在最后一关100%结束的那一刻感受到了满满的成就感。总体而言作为一款老游戏虽然现在来看有些简陋(不过至少能在Win11系统和2K屏流程运行),光效有些时候喧宾夺主看不清战场,但瑕不掩瑜(彩虹色的光效大部分时候还是很好看的),仍然是一部优秀的塔防作品。难度层层递进,并且分数越高,下一关的钱就越多,可以攒一大堆钱去关底爆杀boss,或者在卡关的时候重新挑战上一关来获得更多启动资金。塔和鼠标看起来平平无奇,但在知识和经验以及合理的奖章搭配的加持下也能组合出强大的力量,甚至战胜不可思议的敌人(例如关卡 94的Gutei之指)。剧情也非传统塔防的保护基地的故事,而是“我”的父亲K放弃了肉体、星球和所有的一切去保卫我们的行星,纵横于各大星系,跨越百万余年防御,颇具现代主义和荒诞色彩。 一些游玩攻略:[spoiler] 首先是塔的评价:恐惧(Fear)和正交(Ortho)是前期开荒最有性价比的点,便宜好用还无限距离,前三大关大部分关卡都可以通过7级恐惧+7级正交单刷,回路(Circuit)在一些直线图效果比正交的AOE效果更好,并且足够便宜也是每大关最穷的第一小关开局的方法之一;爱(Love)是游戏唯一的增幅手段和驱散黑盾的手段,用一堆3-4级的爱增幅骄傲(Pride)和策略(Strategy)是后期通用的打法。骄傲(Pride)靠杀敌成长,上限大概是杀敌100次?后期唯一指定真神,当你的7级恐惧战术只能打残但打不死的时候就到了养骄傲的时机了。切割(Cut)发出威力巨大且有溅射AOE的刀片,需要用蓄力光标触碰辅助瞄准,也可以用3级蓄力直接引导,是略贵的优质AOE来源,会用蓄力瞄准很好用。极限(Limit)、转折(Turning)都还不错,但极限升级价格很贵,转折攻击方式过于随机,并且不用其他点把他关起来就会到处乱跑吃不到爱的加成;弹幕(Danmaku)伤害尚可但过于昂贵了,小时候觉得弹幕点特别酷炫,但是用过恐惧正交+电网堵门这种便宜组合就发现弹幕点过于笨重和昂贵了,还容易被该死的黑盾、星星盾、:P的龟壳挡……勇气(Courage)又贵伤害又低,有策略引导子弹还勉强可以,但也只是勉强,没策略的话勇气子弹纯全屏瞎飞(我们永恒防御也有自己的故障机器人hhh),反正我是从来不用来当主力;最后还有我们的光标,光标其实也是个很强的塔,伤害会随着时间增长所以不妨把怪放到末端或者拖一阵子再打,这样伤害会提高;减速奖章极为实用,怪少可以直接用光标减速把它堵在路上(拖,就硬拖),善用减速奖章是过某些高难关的关键。每过一个大关解锁一级蓄力,蓄力光效特好看,7级蓄力直接毁天灭地,直接发射你所有塔的弹幕,是养骄傲点的核心手段之一 [/spoiler] 但是话说回来,没有中文看着还是有些头疼(虽然我用AI翻译把剧情看完了),这一作没有赶上好的机遇再加上没有中文,导致中国知道这游戏的玩家寥寥无几,还是希望作者能在续作加入中文,让更多中国玩家知道开发者的游戏,游戏本身优秀还是会有很多热心网友愿意提供帮助的。 By the way, no Chinese support does make it somewhat troublesome to play (although I managed to read the plot with AI translation). Maybe this game didn't catch the right timing, coupled with the lack of Chinese support, resulting in only a handful of Chinese players knowing about this game. I still hope that the author can add Chinese support in the next game to allow more Chinese players to discover the developer's game. Based on the game's quality, there will still be many enthusiastic netizens willing to provide help or being volunteers.
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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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