
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!
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.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 25 → 0.43/day in the week after.
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





Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
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
Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game! If you liked Defense Grid, you will love this.
Underrated masterpiece of a tower defense. This is the ONLY tower defense I've seen that does the "your towers can die" mechanic but actually fair and balanced. The towers and enemies are also mechanically interesting and fun to interact with without being too gimmicky. Also, the game isn't balanced around an economy tower. This is HUGE as the tower defense genre has been dominated by banana farms ever since they were invented. There is one economy tower, but its painfully underpowered. The developers were probably scared of it being too good, and that's for a good reason.
Great game. Great depth. Love the maps. Great tool tips. No complaints so far!
Wow! What an amazing tower defense game. I just started and I'm already hooked. Tons of maps, amazing level design, loads of upgrades. The line of sight situation is a huge game changer that facilitates some completely different strategies. GG!
不好玩,一个塔防游戏造迷宫还限制射击角度设计遮挡,玩起来一点也不爽,还整个维修费用,单纯的不好玩,你有没有创意能不能让人先玩起来爽啊
3D maps, lots of turret and creep options, they could have done more with flying units. 8/10
Muy buen juego al estilo de " Defense Grid Awakening ", modificación de trayectorias de los " Creeds " en su recorrido, mapas muy variados y originales, mucho tiempo para dedicar a la mejor colocación de las torres defensivas, para un mejor resultado, Evolución de torres, daño, distacia velocidad de ataque...y 3 potenciadores a elegir (obtenidos de recompensa aleatoria al progresar mapas y según su puntuación) para fortalecer las torres que según los mapas utilizaremos. Si te gusta este genero me parece lo mejor actualmente. Si no probaste algo así, es muy buen momento, el juego merece la pena y espero que sigan añadiendo mapas, algunas torres defensivas nuevas o cualquier cosa que engrandezca mas a este grandísimo juego.
时隔二十年,终于又见到了防御阵型觉醒类的TD游戏,虽说加入了一点肉鸽元素,整体味道基本没变
A really really well thought out game. The story bits are hilarious and the levels fun and challenging. Well worth it.
Players by region
Where this game's players are, estimated from review languages.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $28 | 1 | 100% | $0.99 | |
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| $520 | 6 | 67% | $3.99 | |
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| $0 | 10 | 90% | Free |
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| $299.6K | 1.2K | 73% | $9.99 | |
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