
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 →
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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?
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
Engagement
Hours played at review time, across 66 reviews with recorded playtime.
Reviews
Themes across 66 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
各位观望的推荐去淘宝买key。两块多
Game is cool and offers plenty of play time for the price. Fun little dark-sided tower defense game; nothing ultra complicated, but it does take some experimentation to figure out how to resource up faster. Lots to unlock. Great little meta-TD builder with bosses every so often. 5/5 for what it is (unique styling).
One of the better tower defense games I've played. worth a pick up if thats your style
可玩性很强!!!虽然波次难度涨得很快,但是可以学到的新知识也很多,非常上头!
When i saw this game release strongly describing and weighting how early they were in the development process I saw it like a train station with healthy tracks heading in varied directions where you could see great things on the horizon of all of them. I took their wording and tone to mean they were going to build destinations, but the game is the tracks it was at release. I ran it but i wouldn't ever say i played it, it just was never very fun. I put this off because I could see how it should have been. Primarily the big issues are, there is no important or non reflexive decision choice point or strategy to the map. You make the map, build a choke and try to keep your loop backs in range of your loop backs; your lucky and it works or not the end. Inflexibility in design leading to permanent tower placement and locked in skill choices. Once set you would be penalizing yourself to adjust or change. So there is simply no importance to your input after you have set the ball rolling after the first 5% of the match. The town is mono tone too simple a chore and a anchor. There is nothing new there from match to match, nothing to discover, and all you are doing in essence is choosing the level of risk you take on for reward. Conserve resources for gains risk losing. The resources you maximize are going to be the ones you are using, and your are simply going to get them, all the upgrades are good and you are going to get them in the optimal order, so all that is left is how long are you going to save your gold before buying what you have no choice but to buy. The roguelike features are in the form they are in a wild detriment to the game more than a boon. They make the start of the game feel terrible, the middle polka dotty, and the end monotone and stretched to infinity and beyond. I like roguelike progressive features, but these are simply put not any good and standing in the way of balance. Which brings me to the last. I have watched their patches and they are progressively slowing and were absolutely tiny to begin with. Nothing I view as a primary system has been added to the game, and given that updates are down to about 10% the content of the first 3 months it is safe to say the game is what it is intended to be at this point. TLDR: Disappointment aside, this is not a terrible tower defense game, but it is the kind of game that used to come out for free on flash sites and mid list in the tower defense section. It is what you see with no depth and all the hidden mystery in their marketing language referring to what it is or will be is vapor, nothing more.
My recommendation for Nordhold is about 80% yes, because there are some important caveats. Nordhold is a fairly fun rogue-lite tower defense game with a heavy emphasis on resource management. Each wave, you increase the path length by adding one large hex field onto the path, which opens up new areas to place towers, branching pathways that split the enemy's spawn locations, or other map features. There are nine towers at this time, from a long range Volcano Mortar, the short range melty beam Runestone, and my personal favorite chain-attacking Arc towers. The most prominent feature in front of you on your Tower Defense map will be the topography range bonuses. When you have selected a tower to place, you will see some hex tiles with a number, from 1-4. Each number increases the range of the tower by a flat 0.5 hexes. For the Volcano Mortars, this is a fairly small improvement to their large base range, but is a massive improvement to short range towers like the Runestone or Frost towers. These topography range bonuses mark out the best spots to place towers, or to maximize their distance. There are also other buff hexes, the one I see almost exclusively being the range hexes that increase a tower's range by a percentage. These hexes still gain the topography flat bonuses. Other buff hexes I've seen include a 50% damage increase, and automatically giving your tower 250% barrier damage. There is a lot of fun in building up your tower placement and strategy within a run, as the Banner system asks you to focus on certain weapons in your arsenal. However, there is a bit of a problem with the structure of the setup: your options for improving your defenses is greatly outmatched by the enemy creeps' scaling. At base, a tower has improvement costs starting at 15 gold, which is a pretty hefty ask at the beginning of a run. For each wave a specific tower is on the map, that number decreases by 5. So older towers will eventually receive free buffs. Each time a tower is upgraded, the price resets to 15 gold +5 for each time that tower has had its level increased. There are a few abilities or upgrades that speed this process up, but generally it means that a level 4 tower needs 30 gold to upgrade. Now, each upgrade to towers is fairly small. The core stats are damage, range, and fire rate, with each upgrade increasing these stats by 20% of their base value (arrow towers base damage is 110, each damage upgrade increases their damage by 22, etc). The other stats are crit chance, crit damage, accuracy, penetration, and barrier damage. these are always upgraded the same amount regardless of the tower. These upgrades are 10% for crit chance, 40% crit damage (all towers have base 180% crit damage), 25% accuracy and penetration, and 100% barrier damage. Accuracy cuts through Block, which is a chance for an enemy creep to ignore an attack, Penetration ignores a percentage of an enemies armor, which reduces the damage the enemy takes by a percentage, and barriers are special enemies that have a bubble shield that absorbs all damage that enemies within the bubble would take. The barrier breaks when the barrier enemy dies, or the barrier's health bar is depleted. Barrier damage is a multiplier of the tower's attack affects a barrier health bar. The exact numbers of Block and Armor are not explained very well, and are absolutely miniscule icons above an individual creep's health bar. That's a lot to say about tower upgrades, and remember these are either happening infrequently (once every 3+ waves) or cost large amounts of gold (depending on the age of the tower). The first wave is basically 3 100 health creeps, and wave 10 will have a boss with 3k hp and dozens of 2-500 hp creeps. The enemies scale very fast, but your towers don't. It means that no individual tower is all that good, it is instead a numbers game: do I have enough towers to chunk down these waves over the length of the track? However, each tower you build increases the cost of that tower class, meaning you will quickly price yourself out of building another Arc Tower if you only build Arc Towers. However, banners encourage you to use a specific category of tower, meaning... The enemies' scaling demands having as many towers as possible, the cost of towers incentivizes diversifying your tower choice to keep your build prices reasonable, upgrading individual towers requires extreme resource generation or time that you don't have, and the banner system wants you to narrow in on a specific class of tower. These systems are pulling you in different directions, which can feel terrible if you simply aren't lucky. Additionally, the towers are not particularly balanced. Shadow Towers have decent damage, average range, the 2nd best attack speed, fire multiple projectiles, and apply the weakness debuff which increases the damage enemies take. It's quite expensive, so it probably wouldn't be your first tower, but you can generally see the effects of Shadow Towers immediately. Tornado Towers place a tornado on the enemy track that deals damage to all creeps that it passes over. However, it deals slightly more damage than a single projectile of Shadow towers, is lower range, lower attack rate, and has no inherent debuff. Tornado tower banners also feel pretty terrible. They can receive a stun effect, but even the legendary variant of this ability only lasts 0.7 seconds, and then the enemy cannot be stunned by another tornado tower for 10 seconds. Unless you have a godlike layout for slowing effects and your tornado tower's placement, a single Tornado tower will never stun the same enemy twice. They can receive a percentage increase to their (very low) damage based on the missing health of an enemy. Tornado towers are very good early, as they are good against low-health enemies and help when you get to later creeps that spawn superfast low-health enemies. However, there's no world where you can build around tornado towers. They simply don't have the base stats or upgrades to make that feel possible. Fusion banners are acquired if you have 3 banners of two different towers, and those tower classes have a fusion category. Arc Towers and Tornado Towers don't have a Fusion, so they simply don't work together. Each fusion has 2 options, and they are occasionally awful. For example, one of the fusions for Arrow+Arc is that Arc tower chain attacks will spread the Arrow tower's bleed debuff. That's pretty cool... Except if you don't have a banner giving your Arrow towers the bleed debuff. Some fusions are based on getting specific banners, and those fusions are useless if you didn't happen to get offered the banner in question. One last small gripe I have with the game is how it is unkind with stacking upgrades. If you have a buff that gives a tower a 10% damage increase, that will not effect the flat value increases from upgrading individual towers. +10% dmg Arrow towers deal 121 damage, but the upgrades are still 22 instead of 24. However, [i] Percentage decreases to stats will reduce the flat values you receive. [/i] So if you get the banner for Arrows that decrease their damage to, let's say 50%, but fires in 3 shot bursts, the flat damage increase of upgrades will instead be 11. Percentage increases are applied exclusively to the base damage, but percentage decreases are applied universally across the tower. It's a very mean-spirited calculation. Ultimately, the game is quite fun if you like tower defense games and resource management. While the tower diversity and unique upgrades are nice, they conflict with the scaling of the enemies and how building up your defense works. Some runs are simply doomed from the word go because you don't get high rarity or high quality banners, good hero abilities, viable relics, workable tower hexes, or favorable paths. I would still recommend it, as it's a pretty good game to chill out over, but I don't think you need to go out of your way to play it.
Скука скучная, масло масляное. Хайптреин.
Good combo rogue lite with TS
I am a BIG fan of strategic Tower Defense games. And Nordhold delivers the fun in spades. I've played for 132 hours, and for me, the replayability still strongly compels me for 'just one more game.' Each turn a new random tile is laid out to extend the path. Every third turn, YOU get to choose one of three tiles to place down. So the layout can vary from game to game, and you actually have some agency in how it lays out. Things that Nordhold has that bumps the gameplay up another notch: 1) The nine tower types each feel unique with their own qualities involving both tactical and strategic implementation. 2) Banners can be acquired that can grant unique qualities to ALL towers of that same type. And then those qualities can be further augmented with further banners! One banner for the electric towers even grants an ability for individual electric towers to further level up just by scoring critical hits! 3) Towers can synergize with each other depending on your choices and playstyle. There are even special banners to further amplify certain synergies. 4) Relics can alter gameplay or even enhance towers. Relics can be obtained by quests, killing bosses/elites, or via the market. These are some of my favorite features, but there are even more... THINGS THAT NEED IMPROVEMENT (in my opinion) 1) While the village has an impact on how the game unfolds, i find village management to often be tedious. a) making an adjustment to a village building scrolls you off the battlefield and over to the building. You then have to manually scroll back to the battlefield for tower placement or play. b) village buildings are too far apart (I'm looking at YOU, LIGHT HOUSE.) Scrolling around to check on stuff is Tedious. In fact, all village management could be condensed into a single screen where everything is presented at a single glance. The village impacts play, but how it's implemented is a downer to me. c) when i mouse over a tower on the build menu, there is no tool tip showing me its stats. If it's the first one im building, i find out AFTER i place it. If I have built prior ones of that type, i have to go find it and select it to show me its current stats. d) I have yet to find an in game tutorial or even a glossary of enemy unit types and abilities. After 100 hours in game, I'm still finding out stuff that I didn't know I could do. OVERALL: The cool stuff far over shadows my personal nit picks. If you enjoy tower defense games, then I recommend you give it a go, even at full price. On sale, it's a steal!
easy to, learn hard to beat. great design of ramp up
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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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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