
Built from our imagination for my six-year-old daughter, this bootstrapped solo-dev project — Olivia’s World: Crystal Keep — is a story-driven tower defense RPG. Build spires, survive escalating waves, fight in real-time, and uncover a hidden mystery.
Modeled estimate, not a reported figure. How we estimate →
Media

About

She asked me to make her a game—her world, her characters, her imagination brought to life. What started as a small personal project quickly grew into something much bigger. Together, we talked about the world, the places in it, and the kinds of heroes who would live there. She helped shape the tone, the personalities, and the feeling of the adventure, while I worked on turning those ideas into something playable.
Every Guardian, every environment, and every piece of the story is rooted in those early conversations. It wasn’t about following trends or building something for the market—it was about creating something meaningful that she could recognise as her own.
From a development side, this was built from the ground up as a solo project. The systems, the gameplay, the engine—everything was created step by step, learning and solving problems along the way. It’s a handcrafted experience, shaped both by technical work and by the imagination that started it.
Olivia’s World: Crystal KeepA story-driven tower defense RPG set in a peaceful fantasy world on the brink of elemental war.
You play as a Guardian sworn to protect towns, kingdoms, and floating crystal isles from goblins, wargs, and corrupted armies. What begins as a routine defense quickly spirals into a wider conflict — one that challenges everything the world believes about its history… and its enemies.

Each map blends structured, wave-based tower defense with real-time Guardian combat.
Place your defenses along defined enemy paths. Adapt to evolving waves. Survive escalating assaults as enemies push toward your exit point.
Your spires automatically engage incoming threats, while you step into battle with powerful Guardian abilities when the tide turns.
Victory comes from positioning, resource management, timing, and understanding enemy behaviour — not reflexes alone.

Choose from a roster of unique Guardians, each with:
Their own abilities and combat style
Different strategic strengths and synergies with your defenses
A personal role within the unfolding story
Every Guardian offers a new way to approach each defensive map, encouraging experimentation and replayability.

As the war spreads, you’ll uncover a deeper narrative of forgotten history, fractured loyalty, and a mysterious enemy whose motivations are far more complex than they first appear.
This is not a story about stopping the end of the world.
It’s a story about balance, truth — and the cost of ignoring the past.

Handcrafted wave-based levels
Strategic structure placement and upgrades
A clear beginning, middle, and end
No endless grind
No procedural filler
Olivia’s World: Crystal Keep is the first chapter of a larger saga — but it stands alone as a complete and self-contained tower defense experience.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
After picking your hero, you enter a large map where you can walk almost anywhere except through trees, rocks, and other solid obstacles. Two heroes are available at the start, while the rest must be purchased with the game’s currency. You progress through nine maps, and the goal in each is to stop enemies from reaching the exit and stealing echoes by using your weapons and powers and by placing defensive spires. Each hero has a small unique perk, but they all play in a very similar way. They have a melee attack for close combat, a ranged attack that uses a bit of stamina but never enough to feel restrictive, and a super attack that takes some time to recharge. Enemies arrive in waves that become larger and more varied over time. You can press a button to see the path they will take through a stage, or enable this view by default in the settings. One inconvenience is that there is no option to force the next wave to start, so you sometimes have to wait even when you are ready. The maps themselves are fairly bland, mostly following simple themes such as desert or winter, with a few elements that feel as though they were simply pasted on top. The first time you defeat a new enemy type, you receive its information card. In practice, this is not very important because their behavior is immediately obvious. Wolves, for example, are fast, while bats cannot be hit with melee attacks. The most common enemies are goblins, which appear in several variants as you progress through the maps. Defeating enemies grants experience, eventually leading to a level up and a skill point. You can invest these points in ranged attacks, melee combat, spells, or spend one to heal yourself. Each of the three main categories has five perks, and better ones unlock the more points you invest. For example, putting five points into ranged attacks allows you to fire three arrows instead of one, and this eventually increases to nine arrows at the maximum of twenty points. The good news is that the skill tree is shared across all characters, so you do not have to grind separately for each one. Enemies also drop shards, and you can collect larger chunks of them by running around the map between waves. Shards are used to place spires, your main defensive structures. Although you can place them almost anywhere except directly on the path, each spire has a limited number of shots before it disappears. They work best against animal enemies that flee after being hit once, but they are less effective against tougher foes that require many hits to defeat. There are six types of spires. The basic one fires single bolts, another heals you when you stand nearby, and the most powerful version can stun enemies while dealing heavy damage. However, new spires unlock only after reaching certain levels, which means your level carries over between stages. You can also replay previously completed maps to grind for additional experience and skill points. The game also includes a mobile-style feature that makes you wait one hour of real time to open a chest and receive fragments. These fragments can be used to unlock new heroes or upgrade spires several times. Unfortunately, the upgrade screen does not show how the improved spire differs from the basic one and only changes its appearance, so you have to test it in battle to see the difference. In addition to enemy information cards, the codex contains a decent amount of lore. New entries unlock the first time you complete a map. There are also achievements, most of which unlock simply by finishing all the maps, though they do not reward anything. While in game achievements work properly, the Steam achievements are currently broken. Overall, this is more of a beginner friendly tower defense game because it rarely forces you to carefully strategize. If a map proves difficult, you can simply grind for a while, gain levels, and return stronger. If that still does not work, there is also a story mode that allows you to complete everything with minimal effort.
There are a couple of different types of indie developers out there with a lot of them being "set and forget". I'm not associated with the developer in anyway, but I did make a few feedback suggestions as we often do for devs who submit games prior to writing this review, and I can say that Chasing Magic Studios / the dev implemented those changes and did a great job in addressing them. The tower defense genre is fairly competitive, particularly with the new "Survivor" (Vampire Survivors) genre arising which takes the grind of your average tower defense and moves into straight up action. Olivia's World is a more traditional tower defense game leaning in the happy cosy direction. The game has will appear mechanics light at first, but layers on a few systems such as upgrading towers and character level ups. New enemies are introduced as the maps progress, and there is some variation in builds you could produce for some replay value. There is also the option to jump straight into the action and choose a map and just get to work. If you're taking the time to read this review, it's almost 100% likely you know the tower defense genre by now. Talking about where Olivia's World fits within it: - Cosy niche suitable for children up for a challenge, or adults that like the aesthetics - Suitable for anyone looking for a chil experience in comparison to more pressured offerings Weaknesses lie in the sometimes light feedback from weapons and abilities, the maps sometimes lacking visual depth, and a lack of something "special" to really pull it out from the pack. If you're a tower defense veteran, and the aesthetics don't grab you then this one is probably a pass for you. For hardcore veterans, mechanics and mob pressure may be a little lack lustre. For those looking for a non-traditional experience, Olivia's World is (for the most part) an attempt at a traditional tower defense with cosy paint. Though personally I'm often willing to make purchases based on supporting a communicative and active developer. I'd encourage the developer to consider a sequel or other projects in the future with a real focus on differentiating this or another genre through lessons learned. The game has a good few features inspired by other games in the same area, but lacks that special differentiating aspect that gives players something to really grasp onto other than the unusual aesthetics in a genre that normally comprises of the grim dark, pixel heavy, or RTS style appearance. Good luck to the studio in the future.
[h1]🎮 Olivia’s World: Crystal Keep — fairy tale expectations, empty reality[/h1] Sometimes you hope for a cozy fantasy adventure where you can explore a charming world, discover secrets, and enjoy a relaxing atmosphere. Instead, this feels like a sterile and empty experience, as if assembled by AI tools without understanding what makes a world feel alive. [hr] [h2]🏰 Not a Magical World[/h2] What looked like a colorful fairy-tale kingdom turns out to be just a few biomes that don’t affect gameplay at all. The environment feels like background decoration: [list] [*]Trees [*]Small houses [*]A few statues [/list] Everything is static. Nothing is interactive. The world doesn’t support gameplay or atmosphere — it mostly blocks your movement. Instead of feeling alive, the map feels assembled from random assets. [hr] [h2]🎮 Gameplay[/h2] No exploration. No secrets. No puzzles. The core loop is extremely simple: shoot → cast spells → build towers. The mechanics are easy to understand, but the implementation feels rough and unpolished. [hr] [h3]🧠 What works fine:[/h3] [list] [*]Simple gameplay without unnecessary stress [*]Works for short play sessions [/list] Unfortunately, that’s where most of the positives end. [hr] [h3]⚠️ What may frustrate:[/h3] [list] [*]Very shallow mechanics [*]Gameplay feels too simple for experienced players [*]Limited variety of activities [*]Some enemies ignore towers, forcing manual fights [*]Uncomfortable map navigation [*]Character sometimes refuses to shoot even at close range [*]Overall structure and assets give the impression of an AI-assisted project lacking proper polish [/list] [hr] [h2]🎯 Recommended for:[/h2] [list] [*]Players looking for a very light tower defense experience [*]Those who want simple and undemanding gameplay [*]Anyone who just wants to feel like a spell-casting heroine without complex systems [/list] [hr] [b]Olivia’s World: Crystal Keep had the potential to be a cozy fairy-tale adventure, but instead feels empty and underdeveloped. It may suit players seeking the simplest tower defense format, but those expecting atmosphere, exploration, or depth will likely be disappointed.[/b]
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Related
| 7 Days to Die | $425.3M | 398.5K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294.6K | 88% | $49.99 |
| Don't Starve Together | $164.7M | 540.3K | 95% | $14.99 |
| Mount & Blade: Warband | $102M | 171.7K | 98% | $19.99 |
| Darkest Dungeon® | $83.5M | 160.9K | 92% | $24.99 |
| Slay the Spire | $80.1M | 216.9K | 97% | $6.24 |
Related
| Again? | $431 | 58 | 36% | $0.99 |
| Tails and Pines | $432 | 64 | 70% | $0.99 |
| SEARCH ALL - STEAMPUNK | $433 | 58 | 91% | $2.99 |
| King of Dragon Balls | $429 | 63 | 62% | $0.49 |
| SokoWinter | $438 | 53 | 96% | $0.99 |
| 4 Seasons Girls | $425 | 62 | 77% | $0.99 |