
Enemies are coming! Every decision matters: build your city, grow the economy, and prepare for enemy waves. Strengthen your defenses, adapt your strategy, and unleash your hero’s full potential. This unique Tower Defense will test your skills – are you worthy to claim a place at Valhalla?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.71/day in the week to Aug 28 → 2.71/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
Nordhold is a tower defense game for strategy enthusiasts who crave high replayability through endless combinations. Build and manage a cozy medieval Nordic village while enjoying deep tactical gameplay that doesn't require extensive learning.

With over 20 buildings offering diverse strategic development options through unique upgrades and meta-progression, find the balance between economic growth and defending Nordhold.

9 towers with unique abilities offer numerous customization options. Fine-tune your tactics to protect Nordhold effectively.

100+ custom upgrades offer versatile customization options, providing strategic depth and countless combinations.

Which general should defend Nordhold? Choose from hundreds of hero combinations! Relics grant you bonuses across the board, whether for your economy or defense. The oracle always gives you a different choice, for example: 5 waves of stronger enemies, which also offer higher rewards, or 5 waves of cheaper tower construction?

The snowball effect becomes reality. Smart decisions create synergies that let you conquer ever-stronger waves of enemies and bosses in a firework of effects.

Compete globally or with friends in our ranking system. Can you reach the Valhalla rank?
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 152 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
There's definitely some enjoyment to be had with this title, but the balancing and progression is just so poorly executed. The roguelike aspects are in opposition with the consistent level of difficulty you will face in the early phases of the game - you have to draw the exact pieces you need to make whichever strategy you're trying, and even then it may come down to a dice roll on one of your tower's abilities triggering when you need it to, or the enemy path building out in a way that is optimal for your tower placement. On the other hand, once you cross a certain threshold in the run, it is effectively easy mode, because the only way to make it there is to have had everything work out in your favor up to that point. Most infuriatingly, you'll find most of the village buildings and abilities are not available to you until you have played quite a bit. The decisions on which buildings unlock early and which unlock late are sometimes cruel, especially in the case of the Druid House, which can heal your village shield (basically your health for when minions manage to make it through the gauntlet). Even that feature isn't amazingly helpful but, hey, doesn't that sound like something a newer player would take advantage of? It just all feels like a game that's designed to be overly difficult solely for the purpose of being overly difficult. Which, hey, it's gonna be someone's favorite game. Not mine, though. And probably not yours.
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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, German, French, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish
Hours played at review time, across 152 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
TD: tedious difficulty
I want to give this game a thumbs up, but in all honesty I cannot. The game locks you out of 60% of endless mode, every single time. Without absolutely abusing a very niche specific build (that you have to land while RNG is your enemy), you are doomed. I have just done a run with 60% of a perfect build that I researched. Carefully designed things, made choices.... nope, doesn't matter. Game spikes at level 40 of endless mode so much it doesn't matter how hard you try, you will fail. I attempted level 40 on 12 different occasions, with different "meta" builds, to no avail. If you do not land on that one relic or upgrade that makes it busted, you are SOL. Sorry, but to me that is a broken game that needs addressing. There is something wonderful here, underneath the surface, but I have no desire to explore Ascenion mode cause I know I will probably be met with equally stupid design choices. I'm not alone in this, reddit is full of people who got to level 40 and quit cause they realized the developer simply doesn't want you to have fun beyond 39. Other notes. First 10-15 rounds is the same every single time. Doesn't matter what the map shape is, what happens, you have to do things in the same order or you will fall behind. After that, you get a tiny bit of choice, but the reality of the design choices made is that you better not have more than 2 towers in your run, or you will fail even earlier. A game with 9 tower choices, and apparently another one coming can't seem to realize that only way to play is by only doing 2 towers. There are so many broken design choices here it pains me, because I really wanted to like this game. I got 25 hours out of it before frustration set in, at 10 bucks sale price it's fair amount of time per dollar... but it could have been so so much better.
You know ... this game would really work well if it weren't a rogue-lite. That single fact takes it from a game in which you could expand continuously with an economy behind you to a very uninspired low-economy snooze fest in the first 20 or so waves ... What I mean by that is that even with some upgrades to get more starting resources, the game is just SOOOOO slow to get started, but then ramps up the difficulty immensely fast, which somehow means I can now often not even get past the first boss for some reason, whereas I had already reached the 3rd or 4th one, even with better upgrades, which leaves only one real conclusion: the game is entirely dependant on RNG. And the base management is just tedious. A simple QoL change alone would move your cursor to your base when a defensive round is over ... instead of having to slowly scroll there. Placing towers is where the RNG is the most egregious. Since you never know HOW a map gets expanded (in which direction), a tower can either be placed in a really good or a really bad spot, and you need the really good spots, since towers get exponentially more expensive the more you place, so if they don't have overlapping fields to soften the enemy up beforehand, then you're ♥♥♥♥ out of luck ... and I've been ♥♥♥♥ out of luck for a long time now, meaning the enemies just walk down a very long path until they get to my last line of defense, which they quickly overwhelm then. Upgrading your towers either feels impactful (like doubling the range) or meaningless (like increasing the attack rate from 0.1 to 0.11 lol, wtf?). So some upgrades are just useless. I don't know how the tower fusions really work, either, but I'm only missing 2 more towers to unlock, and man this is a grind I'm not sure I can stomach anymore. Either you're wasting resources on towers you actually don't even need, like arrow towers for the most part seem entirely pointless after the first few waves, unless I'm missing something and they turn into high powered gatling cannons later on, while Lightning Towers seem absolutely essential to even make a dent in the enemy waves. They're the only reliable source of AOE damage it seems, whereas the beam towers are the only reliable source of ramping up single target damage somehow. The music and presentation is also not very good. It's the same basic "ohdhodhod" track that's playing constantly. It's kinda grating. Visually the game isn't much to look at. Like I said, the game could have been great as a sort of campaign ... get stronger to keep up with the enemies from "map" to "map", instead of resetting your progress to 0 with every start ... here I am, waiting for my ♥♥♥♥♥♥♥ wheat and wood to come in to get more workers to increase my income yet again, while being steamrolled by the enemy. Edit: After some testing my opinion is unchanged. After level 20 at the latest (if the game has been "nice" to you up to that point), enemy scaling just goes through the roof, and you go from "hey, I can do this" to "oh god, 100 enemies just rammed into my castle gate". Likewise, the micro management just gets increasingly annoying. Wheat basically becomes useless, because the passive generation seems to be enough to keep the beer flowing for the production bonus. Towers, however, get so expensive that you will never keep up, no matter how many resources you produce. Not to mention that some towers become worse later in the game when you build new ones, like the Lightning Tower that can get stronger the longer it exists (through additive crit rate). You basically have to invest a lot of gold to increase their crit chance from 10% to like at least 75%, so gold becomes the most important factor, but then you're micro managing all your towers again, having almost no overview what level they are. You have so many towers later on, it's just ... tedious.
Another garbage "rogue light" game that has nothing to do with skills or choice and everything to do with random drops or retardly OP skills. Nothing original, nothing interesting, just grind grind grind for the hope of the right combination of random drops.
Fun Tower Defense game, wish I would have seen it when it first came out! I like the look of the game and man the gameplay is good fun. You also have to play a good amount to get things going and I love that element. I have only played an hour and a half but I already know I love this game, good controls and awesome gameplay, check this one out. I love Tower Defense style games and this one is great so far from what I have played. I can see myself play a good amount of this game in the future. I really don't have anything negative to mention here.
Nordhold looks really good visually, and I genuinely liked the whole Valhalla/Norse atmosphere. The art direction gives the game a strong identity, and at first glance it has a lot of potential. The problem is that the game only really became fun for me once I had unlocked almost everything. Getting to that point felt exhausting. Any meaningful progression is very time-intensive and honestly taxing, because the enemies scale extremely fast while the game does not give you enough meaningful tools until very late, around 80% of unlocking everything was I able to breakthrough till the endgame. One of the most enjoyable mechanics is the banner system, the special upgrades for towers, especially the fusions, but banners feel far too sparse. That is disappointing because they are easily one of the most fun parts of the game and could have added a lot more variety if they appeared more often. Hero choices also feel mostly negligible. Outside of hero spells, the differences do not feel impactful enough, and even the spells themselves only become meaningful if you happen to get specific relics that work with them. The music was meh. Overall, I think Nordhold has a strong visual foundation and a fun core idea, but it needs a serious overhaul in terms of game mechanics. It is not fun reaching certain rounds already knowing that you are going to lose no matter what because of how the enemy scaling works. If the developers fixed the enemy regeneration (which is insane in this game) and made the scaling more linear instead of an aggressive upward curve, the game would become much more enjoyable.
expacted more deph. Its just a rougthlike towertdefens with verry flat economic sidetrack.
It was a fun game while it lasted. Started out fun and interesting, and since the last few updates (with minimal tweaks), this game quickly becomes repetitive. Power scaling become absurd once you past level 30, and let alone the level 28 hurdle that you need to pass first.
Ну чудо а не игра. Давно не видела таких выверенных механик. 4 часа улетели как не было, а ведь я думала просто фоном потыркаю.
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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