
Isle of Arrows is a Puzzle Tower Defense game in which you build a fortress in the sky. Place towers, expand the isle, and build your own paths. Can you find the perfect spot for each tile to beat the RNG and defend against waves of invaders?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Simplified Chinese, Japanese
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
good TD
Good clean tower defense fun. Controls could use a little work, but still worth every penny.
very fun to take at your own pace!!
結構難しいですが、じっくり考えてのんびりやるにはうってつけです。
very fun tower defense game
Fun little game if you like tower defense games with a roguelike esq unlock system, game has cute design and sound. Yeah try it
美术好,玩法还行,但是随机性太强,太吃运气,恶心人。高血压慎玩。
Fun little tower defense with nice simple graphics
This is a game that is quite deceptive in a very, very good way. On the surface it seems like a harmless simple build-up-and-defend-your-flag-esque streamlined, stylised concept of a game. However. However, however, however.... things can quite quickly, and somewhat unexpectedly, turn up the heat fast as the levels progress... New roads spawn, stronger and more resilient hordes of enemies spawn, new points to defend appear here, there and everywhere and space gets more and more restricted as to where to be able to place new/upcoming tiles of paramount importance like defence towers (et al) down. All this happens in a way that you may literally find yourself praying at some point for that randomised flag to appear and to finally be able to expand the network on that last free tile space in the corner up there; preferably now (pretty please?!). Suddenly a cute game turns highly strategic and you find yourself staring powerlessly at the screen in the hope that those missile towers you just placed on that particular intersection, or that last minute decision to place an ice trap there (there? why did I not place it here? aaargh!), is enough. It's become edge of the seat stuff for me and I love it. Achievements are achievable at some point in time (I hope). But, yes, a deceptively cute but hard game and ideal for lovers of strategy (who can keep their cool with accepting the fact that they will not be 100% in charge of the randomised outcomes of their actions). 10/10 🏰🛡️⚔️
This game is an absolute ♥♥♥♥. 1: 60/80% of the run are not winable, the game don't give you enought towers. 2: half of the tiles are absolutely useless: (garden +1 gold) it should give 1 gold per turn, and +1 for each other gardens next to it. (fisherman cabin +2 golds) should give 10 golds by water next to it. (warehouse) should give a random tiles every turn. (ect... there is to much non sense to whrite everything) 3: don't propose us to have +2 lifes when it's cap to 10 and we already have 10. 4: don't propose every run a bonus about a tower we only have once every 5 run... (that's so stupide to give more often the bonus about the tower than the tower itself) 5: the water stick to the towers are absolutely broking the game, you are forsed to use a bombe but have only 5 bombes for the run (and some bonus bombes sometimes). 6: THE MARCKET SHOULD Be ACCESIBLE AT ANY TIME !! There is more to say but I don't want to wast more time on this game. This game is not a chill game or a challenging difficult game, it's just a low effort game, not about the low poly esthetic, I like it. But the game's mechanics and the tiles functions... It look like they didn't how to ballence the game and just leave it like this thinking "We'll just say that it's a difficult game". But when you win a game more by luck than stratégie it's not a "difficult game" it's a ♥♥♥♥. Don't buy this game, even for 1$.
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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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