
Employ lethal turrets, traps, and gadgets to defend against an onslaught of evolving creeps! Step into a twisted, hyper 3D, mind bending realm. Upgrade and adapt your defenses. Become a master maze crafter. Collect bizarre artifacts. Rush creeps for lucrative rewards, and succumb to greed!
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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, Japanese, Simplified Chinese, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 42 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
联机下,中等难度的体验非常好,在没怎么刷的情况下,打全了前42关的三星。基本上中后期的关卡,都属于比较难初见过,但讨论一下策略、调整一下神器后,就能顺利打过,难度刚刚好。 双人相当于能用两套神器,可以一人专注一种炮塔(这种炮塔都得这个人放下来才有加成),而且还附赠了一个主角的机体。 我们是一个人拿群攻(火焰涡轮或者闪电链),一个人拿单体(加特林或者爆能枪)。 火焰涡轮的优点是抗压,只要有直道,就算是怪潮都能扛得住。但是燃烧效果不堆叠,得分散放。注意,把攻击先升满后,射程和攻速放到大后期升,这些是锦上添花的。更应该分散多造几个,让怪全程保持燃烧。 闪电链的优点是不吃地形,只要能链到一个,就能打满。优先升级攻速,收益最高。 加特林总伤高,而且上限高,但是命中率有点堪忧。 爆能枪看起来面板不高,不过基本上是必中的,实际效果很好。
This game plays as a love letter to the Tower Defense Genre, and is a shinning star of the category. However, it suffers from two issues, one minor, one major: [olist] [*] Lack of diverse background graphics (it's always just asteroids [*] The towers have health, can can be attacked by enemies! (this is just so annoying) [/olist] Yes, it is a matter of opinion, but towers being attacked, while not uncommon, really goes against the spirit of a TD. It is one thing if a creep disables surrounding towers on death to discourage kill boxes, but this game has full on health and attacking by creeps. Anyway, the above nitpicks should not discourage you from buying this masterpiece, it really is wonderful. The maps are varied and wonderfully creative. Furthermore, while there are plenty of "3D" TDs, this game is the first TD I have played with truly 3D maps where creeps can be stacked on top of each other and 3D routing matters; a true treat :) Hoping there will be a sequel in the near future!
amazing TD game
I'd say I've played a fair amount of this, having all the achievements and most of the levels complete, it's a certified BANGER. To keep it short, if you want a tower defence where you're not just handed a win then this is the one for you, most tower defences end up feeling more like a puzzle game with one solution but this one is far more open in how you complete each level. I appreciate peoples complaints about the tower damage being a new thing to consider when it comes to the standard tower defence format but it's nice to have to think and plan your defences. 60 hours content for £16.75 is a banger
It has a surprising amount of personality. You can tell they put their heart into it. T'is a bonus if you can appreciate the theme - if not you can turn off story dialogue. The TD aspect is everything an enjoyer could ask for, except in 3 dimensions. This one has gone criminally unnoticed. Support independent developers!
This is a good tower defense game made by a small indie studio worth supporting.
立体的な地形が特徴的なステージ攻略型のタワーディフェンスゲーム。単体攻撃のマシンガンや範囲攻撃の大砲、敵をスロー化するフリーズ系のタワーなど、総数20種類のタワーを駆使し、ウェーブ制で押し寄せてくる大量の敵を退ける普通のタワーディフェンス、、、なのだが面白いのはこの立体的なマップ構造だろう。「立体?なんだ見た目が変わる程度か」と侮るなかれ、これが単純でありながらも効果的に働いているので以下に紹介する。 まず面白いのが立体であるがゆえにタワーの射線を意識しなければならない、ということだ。サイコロを想像してもらえば分かりやすいが、ある面の中央にマシンガンを置いても他のどの面にいる敵も攻撃できないことが理解できると思う。そのためキルゾーンを一箇所作ってしまえば万事OKというわけにはいかず、マップ上のどの面が最も敵を捌くのに効果的か?といった他のゲームに無い思考が必要になる。 さらにこの「射線」は他のタワーからも影響を受け、例えばマシンガンを隣に並べればお互いの奥にある地形には攻撃ができなくなるので、ただ闇雲にタワーを詰めて並べたり、通路を囲ったりすればいいわけではない。では何が重要になるかと言うと、それはタワーの攻撃軌道だ。マシンガンのような直線的なタワーに対して、大砲は一度上空に榴弾を打ち上げるため他のタワーによる射線の遮断を受けづらい。当然一度打ち上げるので着弾まで時間がかかってしまうがマップの地形を有効活用するには優先度があがる場面もあるだろう。では地震を起こすタワーではどうか?射線も気にしなくていいし大砲のようなタイムラグも意識しなくて良い。 このように単純なDPSの高さや敵への有利不利だけでタワーを選ぶだけではなく、本作が立体を意識した作品であるが故の特別な戦術的思考が生まれている。他にもプレイヤーが操作できるキャラクターがいたり、装備している間はタワーを恒久的に強化できるアーティファクトがあったりと僅かながらカスタム要素もある。しかし一方で、UIが弱くどの情報がどこにあるのか分かりづらかったり、全体的に暗く見づらかったり、立体であるがゆえのマップ全体の見通しの悪さなど洗練されているとは言い難いところもある。その為、ある程度タワーディフェンスに慣れた人が一風変わった作品に触れたいといった場合に選択肢として上がってくる作品になるだろう。
Great game! If you liked Defense Grid, you will love this.
No Creeps Were Harmed TD is a confident and inventive tower defense game that takes familiar genre fundamentals and stretches them into a fully three-dimensional, system-heavy experience. Developed and published by MinMax Games Ltd., it distinguishes itself by asking players to think beyond flat lanes and predictable paths, instead emphasizing spatial awareness, line of sight, elevation, and constant adaptation. From the outset, it’s clear that this is a game built for players who enjoy experimentation and problem-solving, rewarding those who are willing to rethink traditional tower defense assumptions. At the heart of the experience is a robust construction and upgrade system that offers a wide variety of defensive tools. Players deploy turrets that range from conventional projectile towers to specialized units that burn, slow, amplify damage, or manipulate enemy movement. Walls and barriers are just as important as offensive structures, allowing players to sculpt enemy paths into elaborate mazes that maximize damage output. Because the battlefield exists in true 3D space, positioning matters greatly—elevation affects firing arcs, obstacles block projectiles realistically, and poor placement can leave even powerful towers ineffective. This spatial complexity adds a satisfying layer of depth, making each map feel like a tactical puzzle rather than a simple test of reaction speed. Enemy design is where No Creeps Were Harmed TD truly shines. Rather than relying on simple stat scaling, the game introduces creeps with behaviors that actively challenge rigid strategies. Some enemies teleport past defenses, others shield nearby units, split into multiple forms, or directly attack your structures. Certain waves combine multiple threat types, forcing players to respond dynamically instead of relying on a single optimal build. This emphasis on behavioral variety keeps the game engaging over long sessions, as each wave can upend expectations and demand on-the-fly adjustments. Pacing is further enhanced through risk-reward mechanics that give players meaningful control over the tempo of each match. The option to accelerate waves in exchange for increased rewards encourages aggressive play and confident decision-making, while more cautious players can opt for slower progression to refine their layouts. Artifacts introduce a meta layer that significantly alters runs, offering passive bonuses or rule changes that influence income, tower behavior, or enemy properties. These modifiers encourage experimentation across multiple playthroughs, making each session feel distinct even on familiar maps. The game’s cooperative mode adds another dimension to its strategic appeal. Two players can work together online, sharing resources and responsibilities while coordinating tower placement and upgrades. This shared economy introduces natural tension and cooperation, as decisions must be discussed rather than made in isolation. When coordination clicks, co-op becomes deeply satisfying, transforming complex defense scenarios into collaborative problem-solving exercises. Even when things go wrong, the chaos often feels entertaining rather than punishing, reinforcing the game’s playful but demanding tone. Visually, No Creeps Were Harmed TD embraces a stylized sci-fi aesthetic that complements its abstract level design. Floating platforms, warped geometry, and vibrant effects give the game a distinctive look without sacrificing readability. Towers and enemies are clearly differentiated, which is crucial given the density of action in later waves. The sound design supports the gameplay effectively, with clear audio cues for enemy threats and tower activity, while the music maintains energy without becoming intrusive during longer sessions. Difficulty options and accessibility settings make the game approachable for newcomers while still offering substantial challenge for veterans. Lower difficulties allow players to learn mechanics and experiment freely, while higher settings demand tight optimization and deep understanding of enemy behaviors. This scalability ensures that the game can grow with the player, remaining engaging long after the basics are mastered. Overall, No Creeps Were Harmed TD succeeds by pushing the tower defense genre forward without abandoning its core appeal. It combines thoughtful system design, inventive enemy behavior, and meaningful player choice into a cohesive experience that rewards creativity and adaptability. Whether played solo or cooperatively, it offers a dynamic and replayable challenge that stands out as one of the more ambitious and satisfying modern entries in the genre. Rating: 8/10
Definitely the best tower defense game I played in years. One of the best I've ever played. Got it to scratch an itch for a Defense Grid style game and it more than delivered. Varied and intricate maps, long list of towers and creeps, upgrades to spice things up a bit, and a fun not-really-story. It's challenging but never impossible and most maps seem to be beatable with different strategies. On the negative side I would say that the graphical style is a bit too busy sometimes and makes it difficult to see what is happening in specific places, and the camera is somewhat annoying in some of the more 3D maps. Full and enthusiastic recommendantion.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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