
One Tower Defense is a Roguelike Tower Defense game where you control a single tower. Gather resources, buy weapons and upgrades, and fight endless waves of enemies. Play in single-player mode or in multiplayer mode, where the last survivor wins.
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/day in the week to Sep 8 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 2 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
One Tower Defense is a roguelike tower defense game in which you manage a single tower to protect yourself from waves of enemies.
Enhance your tower to develop unique synergies that define your gameplay.
You can customize your playstyle by selecting from a variety of weapon classes, rarities, and synergies.
Classes: Force, Fire, Ice, Field, Pulse, Toxic, Gem
Rarities: Base, Enhanced, Advanced, Elite, Mythical
Unlimited weapon stacking is allowed, but low-tier equipment will not sustain you indefinitely.
High-tier weapons are potent yet costly; synergy is crucial.
Improve your tower's attack speed, damage, armor, health, regeneration, and more. Class and weapon-specific scaling will enable you to amplify your power exponentially.
The shop will provide upgrades for your tower.
Generate income through rewards and manage your spending wisely.
Choose your upgrade path carefully.
Strategize with power-ups
Engage in battles across diverse maps featuring unique layouts and challenges.
Unlock towers that alter gameplay, enhancing specific weapons or attributes.
Participate in competitive multiplayer where survival is crucial.
Compete against other players and their towers.
Utilize offensive power-ups to disrupt your opponents.
Outperform others to become the last tower standing.
Genres
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Will update once bugs are fixed. Launch on One Tower was full of game breaking bugs, HP regen not working, monsters not being able to be targeted, problems in map 3. Dev is responding in discord with 2 patches so far, but honestly they should have been fixed before launch. Game: + Tons of weapons, nice upgrade paths - NO unlocks. So you start with everything, except cosmetics (I think they don't do anything) for the tower. +- Multiplayer, although I have not been able to find a game yet, might be too early. - The start of runs are hard, you pretty much have to make money to survive, so you end up picking the same econ heavy items for the first 5 minutes. - I can see this getting repetitive after a couple hours, especially with very little progression and no to little unlocks or meta progression - Seems like you pretty much have to pick certain weapons to survive the first 10 minutes, making it very hard to build new or different builds, especially with no meta progession.
meh, you play once maybe twice and youre done. Very pointless game. There's zero upgradability to the main game. So essentially every time you restart a game, you start all over. So I don't understand the point of the game. No progressively gets extremely boring. So unless they add something like that, then I wouldn't recommend this game.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Simplified Chinese, Bulgarian, Russian, Japanese, Polish, Portuguese - Portugal, Traditional Chinese +2 more
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Hatte das Game auf Grund des "Mehrspieler" Modus gekauft. Die Beschreibung ist vielleicht etwas irreführend. Man kann lediglich alleine, mit einem Freund im Koop oder 1v1 spielen. Man hat also keine Lobby mit X-Spielern und einem Rankingsystem a la TFT o.ä. Zu mal aktuell noch die Spielerzahlen fehlen. Das Game selbst ist die ersten 10 Minuten einer Runde sehr langsam. Es fehlt etwas an Action und Tempo. Sobald man die Skills auswendig kennt wird es sehr lange Wartezeiten in den Runden geben, da man nur drauf wartet, dass das Income steigt. Wem das nichts ausmacht, der ist hier gut aufgehoben. Aktuell würde ich das Spiel nicht für 10€ empfehlen. Für 5€ hätte ich es behalten und abgewartet, was passiert.
不推荐,4399的样子。40块贵了,20块左右的样子。技能不华丽,不到两个小时就通关26分钟超预期6分钟,后面怪1下基地就没血离谱。图就那么4张,没有局外成长。第二章地图广场有水平高度bug,塔的弹道一直射不中怪物导致火力都被吸引,基地爆了,再见。 2026年6月19日
Багов полные штаны... - Не работают некоторые скилы, к примеру реген башни и увеличение скорости атаки - Не корректный перевод у 20-30% скилов - Не работает игровой чат - Не работает ПвП 1х1, не находит оппонентов никогда... Сыро, очень сыро
Bugged. Challenges wont complete when objectives fulfilled. no real progression so it gets very repetitive quickly. I hop the dev sees this and fixes the game as well as remembers that people are spending money on this (it shouldve been fixed before launch) EDIT: Challenges are now completing
I like the idea of the game but the calculation for the mechanic are off, like the rate of fire and targeting is game breaking at this point it's disheartening. In the initial stage it seems fine but as you progress and have multiple weapons it feels like the weapons are in que for their turn to shoot instead of all weapons firing independently. Weapons targeting mechanic is game breaking the most at this point since it prioritise closest target regardless of weapon. The mechanic in it self is fine but the lack of different weapon with different targeting mechanism to deal with different types of enemies is the problem, especially at mid stage when you face range enemies which gets ignore by your weapons and end up being killed because of it. Field weapons are completely useless at this point due to it's lack of rate of fire combine with short range, once you face against range unit its game over due to the range difference. They can still shoot as it dies and your tower still take damage or completely out of range and destroy your tower combine with issue stated above.
ПОМЕНЯЮ ОТЗЫВ, ЕСЛИ ПОФИКСИТЕ БАГИ Шедевральная концепция. Оригинальная карта варкрафта — просто вышка для залипания. Идеальный тайм-киллер. Отдельную игру ждал — дождался. Тут в край поломан баланс, контента мало, нет метапрогрессии, что работает — работает как то не так, как должно было. Например, скорость атаки будто не работает совсем. В магазине после ~10 минуты просто перестают попадаться инком перки. Если бы это был ранний доступ и игра допиливалась в процессе, вопросов было бы меньше. В целом, готов даже покупать ДЛС, донатить итд, если все будет работать как надо и проект будет развиваться. Надеюсь, разработчика замотивируют наши отзывы и проект не забросят. Сейчас рекомендовать игру не могу, к сожалению.
As most people have already mentioned, the biggest issue right now is the **income/bounty system**, and I think it needs several adjustments. * Add *1,500 / 4,500 / 6,000* gold and bounty upgrade options. * Currency increase upgrades should continue appearing occasionally after the 10-minute mark instead of disappearing entirely (aside from the rare refreshes that guarantee one). *Bounty needs a buff*, or monster density shouldn't completely reset every 10 minutes. Instead, it should build to a climax and remain there, or fluctuate every minute or two. As it stands, bounty becomes a poor long-term investment because monster density resets too often. * The *6,000-cost upgrades* shouldn't appear until at least the 12-minute mark. Seeing them too early, especially after spending on another expensive upgrade, often leaves you unable to take advantage of them. The next issue is *Life, Defense, and Monster Damage scaling*. Either Life and Defense upgrades need to provide larger benefits, or monster damage scaling needs to be reduced. By the 30-minute mark, I can have: * 70% damage reduction from armor, * 20,000 HP, * Monsters dealing 50% reduced damage, * My tower taking an additional 50% reduced damage, ...and I still get one-shot by almost anything. At that point, defensive investments don't feel worthwhile because offense becomes the only viable strategy. The *weapon upgrade trees* also need another balance pass. * There are *no Toxic or Cold weapon upgrades above the 3,000-cost tier*, making it extremely difficult to reach the *180 stacks* required to unlock Toxic's full potential. * *Toxic falls off hard in the late game.* Either increase its damage, make its damage-over-time tick more frequently while extending the stun duration, or otherwise improve its scaling so it remains competitive. * There are *no Lightning weapon upgrades above 6,000*, causing that build to plateau much earlier than others. * On the other hand, there are simply *too many Gem upgrade options*, making them appear far more often than they should compared to other weapon types. The *Field* weapon also feels fundamentally underpowered. If you build around it early, you usually die because ranged enemies overwhelm you before you have enough damage. If you pick it up later, your primary weapons kill enemies before they ever enter the field, making it largely irrelevant. And if enemies do survive long enough to reach it in the late game, they're typically strong enough to one-shot you before the field can meaningfully contribute. Right now, it doesn't seem to have a stage of the game where it truly shines. I'd also like to see a *monster directory/bestiary* so players can learn what each enemy does, and bosses should stand out much more. It's too easy for them to get lost in the crowd. Finally, I think the *new terrain maps* should focus more on *enemy variety* than simply increasing the difficulty. Instead of making every new map dramatically harder than the last, each terrain should introduce its own unique monsters with different abilities, behaviors, and mechanics while keeping the overall difficulty roughly comparable to the original map. That would make every map feel fresh and encourage players to adapt their strategies instead of just dealing with inflated stats. Right now, the later maps mostly feel like the same enemies with much higher numbers, turning them into a wall of difficulty rather than a new experience. I'd much rather fight new, terrain-specific enemies that change how I play than simply face enemies with massively increased health and damage. The maps would be far more memorable and interesting if they stood out because of their unique monster rosters instead of being known only for being nearly impossible. As it stands, it seems like almost nobody can get past the 20-minute mark on the final map, which suggests the difficulty scaling could use another look. Overall, the game has an excellent foundation and is genuinely addicting. Most of these issues are balance-related rather than core design problems, and addressing them would make the game feel much fairer while encouraging a wider variety of viable builds instead of funneling players into the same few strategies every run.
Been waiting for the release of this since it was pushed back from April. That being said...it's not all there yet. At least not with the same consistency the demo offered. I get there's more content than what was in the demo, but several new and infuriating problems have reared their ugly little heads. First of all, the core gameplay hasn't changed, which is great. It's literally a static tower defense for $10. You know what you're getting. Anyone expecting 3,000+ hours of content need not apply. That being said, there's lots of game breaking bugs. Mostly with unit targeting just not working. Some units, seems very inconsistent, just won't be hit by any projectiles. Armor feels completely functionless compared to how it was in the demo. HP regen doesn't factor in. Bounty and income bonuses with the alchemy tower will occasionally break and just remove itself if you purchase an income or bounty upgrade while it's active. Some of the QoL stuff I was hoping to see in the EA release compared to the demo aren't there, and that's fine. Still hopeful they'll show up down the road. A detailed stat screen showing your armor, the damage negation, HP regen, etc. I'm hopeful for this game. It's a unique tower defense game where. It has the potential to be super fun. Hopefully the dev sticks with it and doesn't take a less than optimal release as an excuse to throw it away. It's a solid 6/10 right now with the potential to be 8/10 if a lot of the bugs gets ironed out with some QoL additions.
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Players by region
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