
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 →
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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.
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
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
Баланс поломан в хлам. Часть скиллов не работает. В таком состоянии категорически не рекомендую.
too slow and boring bugged challenges wont complete not recommend
This game is ... hard. This is the Dark Souls of the Tower Defense Games. Need to be polished? Yes. Is there a potential? Yes. Under development? Yes. I would recommend? Also, yes.
то перки на доход падают и у тебя 100+ инкама , то их вовсе нету и 40 всего и смысла играть дальше нету, а потом еще и нудное афк начало с поиском перков на доход и все по новой в итоге спустя несколько часов интереса к игре нету, хотя игра очень понравилась. а еще не видно сколько дает дефа башня за 1000 и непонятна ее эффективность, просто ставлю 1 на всякий случай, так же с башней за 3000 которая дает хп за убийство, а так же на 3 тире когда ставишь башни с кристалом не понятно, дает ли она деф, ибо сносят все равно быстро на 25 минуте
[h1] Наконец-то она вышла! [/h1] [h3] оффтоп [/h3] Ждал эту игру долго, надеялся на пораньше ну вышло, как вышло. Наиграл в демку ещё тогда около 10 часов, сильно залип даже смог войти в топ 30. [h3] Про игру [/h3] Подтянули графон, освежили анимации и добавили новые пушки, усиления и так далее. Сыграл одну игру занял сразу топ 1, думаю уже скоро меня опустят пониже. Про геймплей вроде также, как в демо, но стало скучнее. Врагов меньше, всё как то вязко, сначала ты всех крошишь они к тебе даже не подходят, а под конец ваншот. Ну судить пока не буду пошпилю ещё, желаю всем удачи. P.S игре бы на самом деле не помешало ускорение х2 или возможность призвать волну мобов пораньше, для разгона катки.
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.
could use polishing, but its addicting and fun to limit test.
Интересная я бы добавил ускореение времени функцию!
needs metaprogress
Неплохая игра, захватывает время
Related
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Trends
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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