
Explore, loot, and rush back to defend your ship against alien hordes. Solo or 4-player coop, grow stronger run after run in this frantic action roguelite with a touch of tower defense.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Kritter: Defend Together blends tower defense, party game, and roguelite elements. Solo or with up to 4 players, your goal is to protect M. Ark, the coolest spaceship in the universe.
Defend M. Ark at all costs against waves of hostile enemies
Explore the surroundings, gather resources, strengthen your base, and grow stronger
Die. Yes, sorry, it’s part of the deal. But everything you’ve gained will carry over to your next run

Between waves, take advantage of the downtime to gather valuable resources.
Find power-ups to craft a devastating build for your Kritter
Collect building materials to upgrade your defenses
Encounter random events across 3 different procedurally generated levels
According to the Manual, we're going to need resources to craft ramparts, turrets, and traps to facilitate our survival. It also advises staying alert, as certain events might occur during exploration: arena fights, bases containing upgrade chests, patrols offering gold and resources... Well, this Manual knows a lot of things!

Waves of enemies will crash onto M. Ark at regular intervals. Your job is to take them down!
Anticipate incoming enemies and make it back to M. Ark in time
Fight using one of 4 classes (Defender, Tracker, Engineer, and Ninja)
Build defenses (walls, traps, turrets…)
The better your defense, the higher your rank—and the better your rewards


During a run, your choices are key to gaining as much power as possible.
After each successful wave, choose between 3 rewards: more damage? Repair M. Ark? A small health potion? Your call
Upgrade your base buildings to boost your economy and gain more exploration time
All run-based upgrades are temporary and disappear at the end of the run… all except Soul Crystals!

No worries, it happens to the best of us. M. Ark will simply trigger a temporal rewind.
All your upgrades will be lost except your Soul Crystals
Use them to unlock permanent upgrades: a radar, a merchant, a second wall row… and much more
Each run helps you improve your talent tree and come back stronger

Unlock all items in the game for even more synergies and combos
Hardcore mode unlocks after beating normal mode
An endless mode with a leaderboard to see who can reach the highest wave in the world
A speedrun mode to find out who’s the fastest

The Kritters will also have the possibility to change model among:
The Defender: Melee specialist, more robust. Make pretty windmills with your sword and turn your enemies into salami.
The Engineer: Fancy a little extraterrestrial barbecue? With their flamethrower and turret, they are perfect for area damage and covering multiple fronts.
The Tracker: The long-range Kritter, specialized in explosives and precision shots! A small mine here, a missile there, and bam, done.
The Ninja: Swift and sharp, he doesn’t hold back. Faster than his peers, he dashes through enemies to lacerate them and rains down kunais from a distance. Simple, clean, and lethal.
And more to come...
The Manual stops there. It doesn't seem to indicate any other steps... Nevertheless, it offers us "its most sincere condolences" and "will report the loss of you and the Kritters to your families." Nice of it!
Ready, Kritters? TO YOUR POSITIONS!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 67 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Très bon jeu, la vf est bourrée d'humour incroyable et je style du jeu est vraiment prenant, en espérant que la 1.1 rajoute encore plus de contenus et peut être une refonte du mode infini pour pouvoir drop des coffres, avec également une amélioration de base de certaines stats comme la chance dans le skill tree
Kritter: Defend Together blends action roguelite combat, resource gathering, tower defense, and cooperative survival into a fast-moving experience where preparation is almost as important as fighting skill. Developed by LJF Games and published by LJF Games and NAGA, it places players in control of robotic Kritters stranded on a hostile alien world after their vessel, M. Ark, crashes. What begins as a straightforward mission to protect the ship soon develops into a repeating struggle involving exploration, upgrades, defensive construction, and increasingly aggressive enemy waves. Its greatest strength is the way these different mechanics contribute to the same central objective rather than feeling like disconnected features. Each run revolves around alternating periods of exploration and defense. Between attacks, players leave M. Ark and venture across procedurally generated areas looking for resources, minerals, gold, artifacts, upgrades, and other useful discoveries. Exploration is governed by limited time, creating constant pressure to decide whether another resource node or distant location is worth investigating. Staying outside longer can result in valuable rewards, but being too ambitious can leave little time to return and prepare for the next assault. Random encounters, hostile creatures, arenas, and upgrade opportunities make these expeditions more involved than simply walking around and collecting materials. Once enemies begin attacking, the game shifts toward active base defense. Players must protect M. Ark while fighting hostile creatures and making use of constructed defenses. Walls, traps, turrets, and other defensive options help control enemy movement and reduce the pressure on the team, but they do not replace direct participation in combat. The player remains an important part of the defensive line, which prevents the tower-defense elements from turning battles into passive observation. Later waves introduce greater numbers of enemies and tougher opponents, requiring stronger positioning, better upgrades, and more thoughtful use of resources. Different Kritter classes help give the combat additional variety. The Defender is suited to players who enjoy fighting at close range and absorbing pressure, while the Engineer offers area-oriented offensive capabilities and useful technological support. The Tracker is better suited to ranged engagements and makes use of weapons and tools designed to attack enemies from safer positions. These distinctions become especially valuable in cooperative sessions because a group can combine complementary strengths rather than having everyone perform exactly the same role. Solo play remains possible, but multiplayer naturally brings out more of the game's teamwork-oriented design. Progression adds another important layer to each run. Surviving waves provides opportunities to select bonuses and make decisions about what the current attempt needs most. Sometimes increasing damage is the obvious choice, while a badly damaged M. Ark may make repairs far more valuable. Defensive upgrades also compete for attention and resources, creating situations where spending everything on personal power can leave the base vulnerable. This constant competition between improving the Kritters and strengthening their defenses gives the economy a useful strategic purpose. Death is not simply an abrupt endpoint. The game's time-reversal premise allows another attempt while permanent progression provides a reason to continue after an unsuccessful run. Resources and experience earned through repeated attempts contribute toward lasting improvements, so even a failed expedition can move overall progression forward. This structure fits the roguelite formula well because learning enemy behavior and understanding the value of different upgrades becomes just as important as unlocking additional power. Repetition is unavoidable, but the changing environments, encounters, character choices, and upgrades are designed to keep consecutive runs from unfolding identically. The lighter presentation also gives the game personality. M. Ark is more than an objective that needs protection, with humorous dialogue helping establish a playful atmosphere around an otherwise desperate survival situation. The colorful isometric visuals complement this approach and keep combat relatively readable even as battles become crowded. The combination of robots, alien creatures, exaggerated weaponry, defensive structures, and comedic writing gives the game a friendlier identity than the darker tone often associated with survival-focused titles. Cooperative multiplayer for up to four players is particularly well suited to the design. A coordinated group can divide exploration responsibilities, gather resources more efficiently, specialize around different classes, and cover separate defensive positions when an attack begins. Communication becomes increasingly useful as enemy waves grow larger. There is also an entertaining sense of panic when players venture too far from M. Ark and suddenly need to abandon exploration and rush home before the next invasion. These moments help transform what could have been a conventional wave-defense formula into something more dynamic. The biggest potential weakness comes from the same structure that gives the game its identity. Players who dislike repeating runs, rebuilding defenses, or losing temporary improvements may find the roguelite cycle repetitive over longer sessions. The mixture of exploration, action, resource management, and tower defense also means that players primarily interested in only one of those genres may find certain portions less engaging. Its long-term appeal consequently depends heavily on how much the player enjoys experimenting with builds and repeating the explore, prepare, defend, upgrade cycle. Steam Deck compatibility is officially categorized as Playable rather than fully Verified. Performance with the default graphics configuration is considered suitable, and the game can run successfully on SteamOS. However, handheld players should expect compromises. Some functionality is not fully accessible through the default controller configuration, touchscreen interaction or a community controller layout may occasionally be useful, and text entry can require manually opening the virtual keyboard. Some interface text may also appear small, while certain prompts can display keyboard, mouse, or non-Steam Deck controller icons. It is therefore functional on the Deck, but the experience is less seamless than a fully optimized handheld release. Kritter: Defend Together ultimately offers an appealing combination of frantic action and tactical preparation. Its strongest idea is the tension between leaving the safety of the base to become stronger and returning in time to protect the very thing that keeps the run alive. Permanent progression makes failure easier to accept, while class diversity and four-player cooperation provide additional reasons to experiment. It may not completely escape the repetition inherent to its roguelite structure, but its combination of exploration, defensive planning, colorful combat, and cooperative chaos gives it a recognizable identity. Rating: 8/10
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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, Korean, Japanese, Portuguese - Brazil, Russian, Spanish - Latin America, Portuguese - Portugal*languages with full audio support
Hours played at review time, across 67 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Très bon jeu dommage qu'a partir de la vague 27 du mode infini il commence a y avoir de sacré bug d'équilibrage et de monstre qui ne meurt pas pas mal de bug notamment les vies de mark qui ne se cummules pas , et qui d'ailleurs ne fonctionne plus a partir de cette vague 27. Dommage aussi que des gens cheat pour s'inscrire "allant a la vague 100" en solo alors que le jeu est littérallement imbattable a partir de la vague 30 même en maxant un allié précis.
Mouais, un Atomicrops multijoueur. Dans les roguelites, je considère les upgrades/reliques comme des éléments majeur qui vont changer la manière de jouer, donc briser la répétitivité du jeu, je les notes de 1 à 3 en impact/créativité: 1. Simple gain de stats: autant mettre un collectible comme de l'or automatiquement ramassé, ça n'a aucun intérêt de ne pas le prendre - Ex: +5% de dégâts 2. Gain de stat/effet sous condition: déjà bien plus intéressant car ça va impacter un minimum le gameplay, le joueur doit réfléchir et retenir les infos de ce qu'il a pour maximiser ses dégâts - Ex: +15% de dégâts après un dash pour 3s (cumulable) 3. Action (sous condition toujours): c'est ce qui va avoir le plus d'impact voire changer complétement le gameplay - Ex: Les projectiles ont 15% de chance de se séparer en deux en touchant un ennemi - Ex: Libère une aoe de glace après un dash Mais actuellement il n'y a que 40 upgrades, dont 5 de catégorie 2-3, une qualité désastreuse pour un roguelite, en plus ça propose des upgrades inutiles (genre on a 0% de crit chance mais plein d'upgrades de crit damage inutile). De ce fait, après une partie, le gameplay ne va pas changer, ça va être très répétitif une fois que toutes les classes ait été testées. Sachant que dans le jeu les upgrades tombent à la pelle, on a pas le temps de les checks réellement, d'où l'intérêt de plus en faire de simples collectibles sans vraiment de choix et de mettre de véritable upgrades dans le shop et à la fin de la vague ! Après le jeu est drôle aussi dans ses doublages et humour, c'est un peu sympa. À voir dans le futur pour plus d'upgrades et de classes, voir pouvoir changer les skills des classes.
Very fun concept! online co-op needs more time to work out bugs, and content is a bit lacking in terms of map and enemy diversity, but the actual gameplay is super fun! Getting better loot the further you run into the dungeon areas and having "raids" of enemies attack your base, the meta progression, the time constraints and boss battles. Everything this game has to offer is all well designed and with some more updates has a lot of potential! :)
Fun for about 8 hours and then its just grinding for the last few talents at the heart. At this current time very little replayability for $10 is about what you would get.. in total if you max all achievements smartly may take 11-12 hours.
jeu très drôle, même si l'accent italien un peu irritant par moment
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Exellent
This game is insane, you know what I'm sayin'. But I'm just stating the obvious.. About a 15 hour playthru, fun progression, great gameplay loop. Everything that should be fun in this game is fun, and it's a great time with friends. Highly recommend this game if you're into action roguelike coops.
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