
Grid management roguelike tower defense that emphasizes mechanics and features dazzling visual effects. Don't overthink it, just stack and play! Enhancement modules boost your attributes, affix modules change the mechanics, and more... all within the grid. Time to create a new and improved build!
Modeled estimate, not a reported figure. How we estimate →
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About
Wave after wave of mobs is coming to crush your defenses! Choose from a variety of modules with different effects such as weapons, enhancements, and affixes from the shop and deploy them on the battlefield to eliminate all mobs. Each module has a specific effective range, so you must carefully manage their placement to maximize their efficiency!
Game Features
★ Carefully planned grid management and thoughtfully designed roguelike mechanics
★ 66 completely unique modules: 8 types of weapons, 18 traits, 28 attributes... more exciting content in development
★ The talent tree system is here! Get ready to take off!
★ Moderate game length: approximately 1 hour to complete a single run (with automatic save feature)
★ Comprehensive explanations of game mechanics included
★ Compete with players worldwide, climb the Steam leaderboard, and showcase your incredible builds!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*, Japanese**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
有爽点,最高打到140关,但是合成很坑,合出什么是随机8选1,不出轴承或望远镜就等着坐牢吧,还不能SL,辛辛苦苦运营两小时到最后还是看脸
This game is amazing. I highly recommend it. Its easy to learn, and can be highly addicting. There's quite alot of depth to it and reasonable amount of luck, with a decent variety of items to win the run. I like how I can spend alot of time in the planning phase being meticulous and setting things up to then sit back and watch the wave play out getting anxious when it gets close. This game is fun, and I really enjoy it.
10/10 for the aesthetic - I absolutely love it. However, the core gameplay loop is quite mediocre and seems to be far more shallow than it looks. To be honest, I am kinda bored of it already. I don't know how to change my strategy to do better short of just grinding to level up and get better stats through the skill tree because of the limited placement of each module. There comes a point where I can't fit any more around my current weapon(s) no matter how many I move around. I have sold some upgrades and tried builds that are purely one thing hoping to find a combination that is more powerful than the others but nothing that is immediately striking other than some combination of neon fever, battery and coil. I hate it boils down to luck that every 5 levels, another weapon MIGHT become available. Since some weapons have low utility early on and desperately NEED another weapon. And the grind seems to be happening slower than I like. It's not glacial and I do like that they added a fast forward button so at least this game doesn't move at the pace of molasses. But this feature and it's beautiful aesthetics are not really enough to keep me around/interested.
At first glance this game looks like it would appeal to fans of strategic tower defense games but the UI is so badly designed that it is very tedious to even figure out how to change things to combine effects better. When placing a new weapon you can't see which spots are affected by which modules. You can only see which spots are affected by modules by hovering over each individually. The talent tree is completely ignored when you gain new points until you get the idea to click on it yourself and then you have upgrades like +1% damage which make little sense while your overall damage is in the single digits. I tried my first game and literally got bored of it before my modules got damaged for the first time and then quit soon after one of them went to 98% health from receiving a hit.
A super fun time-killer of a game. However RNG can absolutely make or break a run. Weapons and modules take up a square on the grid. Upgrade modules grant stat boosts and abilities to towers within a set area around them. As some modules cover a very small area, sometimes as little as only 4 directly-adjacent squares, grid space comes at a premium. This necessitates two quite-powerful modules - Synthesizers and Prisms. Synthesizers merge upgrades together and can potentially expand the area of smaller upgrades, possibly even to cover the entire board with multiple stat boosts. Prisms can receive stat boosts from upgrade modules and extend them to up to 2 weapons, additionally stacking the boosts if both the Prism and its weapon(s) are within range of the same module(s). Both of these are very powerful if used optimally, granting significant stat boosts while taking up less space. The Talent Tree can guarantee getting Synthesizers, Prisms, and weapons at specific waves (10, 20, etc). But you can only pick one from those guaranteed rewards. Sometimes you need more than what you can get. They can appear randomly in the shop at later waves, but they're (understandably) quite rare and expensive. Paired with the increasing cost of re-rolling the shop, it can make it difficult to get what you need to keep a run going. Outside of this, there are some very fun and interesting builds you can put together. Chain lightning to everything in a general direction, cover the screen with explosions, create a tornado of blades, or just turn a horde of enemies into a wildfire. Overall, a very fun game, but you may need a fair bit of luck to make it into the higher waves. I'm eager to see future updates, improvements, and new features.
It's stupid simple but I kinda like playing it just to turn my brain off
its a fun game . no real life money spending to get better !
Meh
it's really boring
Это отличный тавер дефенс на несколько вечеров за заслуживающую цену. Если разработчик продолжит разработку выйдет вообще конфетка.
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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