
Refactor is a hard-core tower defense game that combines modular building, route planning, and element composition.
Modeled estimate, not a reported figure. How we estimate →
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About
Do not answer! Do not answer! Do not answer!
Barnard's civilization is invading the earth. It is time to get ready to defend our planet against the attack from the invaders! In this rogue-lite TD game, come and use your strategy to build turrets and plan the routes freely! With diverse modes to dig into, the fun never ends!
Refactor is a Roguelike Tower Defense game.
This is a tower defense game in that you can map out the enemy's path any way you want on a matrix grid.
The strategic challenge is that you can recombine towers to create more powerful ones, and depending on how you combine them, the same towers can develop radically different abilities.
Turn-based Tower Defense game, free to design your route
Combine element towers to create a unique defense tower
Multiple difficulties and modes are available to challenge
Use traps to improve your defense
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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: Simplified Chinese*, English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
我一般都是全成就才会来写评测,不知全貌不予评价。 但是因为太绝望了,所以提前来写了。 🌟🌟🌟🌟🌟🌟🌟🌟🌟 怎么说呢,这游戏前期和过家家似的,几乎一两遍就过了_(:з」∠)_ 可是从第五关开始,突然难起来了,好不容易玩了两天过了,结果第六关更难_(:з」∠)_ 还好追的小说听完了,可以专心玩了_(:з」∠)_ 🌟🌟🌟🌟🌟🌟🌟🌟🌟 前面说绝望,并不是不好,而是10分钟通关第六关这个成就_(:з」∠)_ 我第六关都过不去还要十分钟,我感觉遥遥无期! 但是这游戏太有趣了,太耐玩了,所以我就先来写评测了!!! 🌟🌟🌟🌟🌟🌟🌟🌟🌟 怎么用一句话来形容这游戏呢! 就是: 这游戏应该是除了饥荒,这个价位,不只是为了成就,心甘情愿,很上头的,目前为止的,唯一一个愿意花很多时间很多心思,还愿意暂停小说一心一意玩的游戏了。 我觉得这一句话就是我给这款很好的游戏最高评价了! 🌟🌟🌟🌟🌟🌟🌟🌟🌟 只是不知道为什么那么冷门_(:з」∠)_ 还以为是新游戏,没想到是三年前的游戏了。 你推荐,我推荐,一人一票祝这游戏火起来! —————————————————————————— 上面是本来给好评的原因,下面是想给差评的原因... 就我已经打第六关已经打了三四天了吧,真的无语了,想着上网搜点别人视频看看。 结果不看不知道,一看心凉到谷底... 视频都是22年的,那时候不管是每次天赋选择,还是塔的技能都改了好多... 塔的选择也是... 我看视频别人攻速流5分钟就通关难度6,我就试试看,结果攻速塔被动都改了。 真的是不让人活... 真的好痛苦啊,就差一个成就了,最短最短也花了十三分钟,真的太难受了... 看着前人轻轻松松五分钟通关视频,真的很想给差评,这样对待后来的玩家怪不得不火呢,真的难受... 真的无语,别人那个更新前攻速炮塔,攻击力120,攻速0.92.战斗开始提高100攻速 随后减少 现在呢!115攻速,0.88攻速,还是解冻以后加攻速!!!!前期根本冻不上,等于白费,本来属性就少,被动还那么废.... 而且以前一级升级50块,现在更新完升级75块钱... 虽然换位便宜了可是基本很少有换位置的情况。总体来说直接难度飞升,真的感觉好不公平,越看视频越来气,好想差评,真难受... 25.4.17 _____________________________________________________ 本来我就想最后一天,第五天了,前前后后为了这一个10分钟通关这个成就打了70多个小时了 本来想今天要是打不过我就把前面所有夸得全删了,就留一个差评留给不公平更新九个字就放弃了。 还好没放弃,误打误撞最后用了地雷,钱太多了来不及看了,最后嘎嘎全给地雷升级了。 每次算来算去还不如一个地雷给力,最后的boss满血踩了两个地雷死了...6 最后我的成功经验分享! 用紫色长条那个加攻击距离,放点第一栏那个减速塔配合,一个紫色长条塔就能撑到最后一个boss... 然后最后一个boss。。。你只需要随便买几个地雷就行了,最后钱多得要死,不用看属性直接无脑买地雷,满级的地雷,30波boss踩了一个塔的两个地雷就死了...6 完全不用看属性,我就是看着计时器实在没工夫选了,还有最后二十秒了~ 都没看是啥地雷,直接买了,开了游戏直接点满级,身上上两千多一下全用完了! 机缘巧合莫名其妙过了,这几天第一次用地雷,没想到这么好用!!!!!!! 看在今天超爽拿到全成就,就不差评了,还是有解法的! 我爱地雷!地雷万岁! ❤️🧡💛💚💙💜下面是记录幸福感觉的小作文❤️🧡💛💚💙💜 前前后后为了最后一个成就打了七十多个小时,10分钟一遍十分钟一遍...相当于打了400多遍...昨天因为去查了一下别人过关视频,看到更新前那么简单,一度让我濒临崩溃,感觉很不公平,很难受。一是因为感觉不公平想怪游戏制作人更新加难度,心里恶魔小人一直在说怪不得这游戏凉了,气死了。但是更多的还是怪自己,是不是没有那么努力,是不是没尽力,如果就那么放弃了,就会成为一个疙瘩在心里。这五天一直在打这个成就,周围知道的小伙伴都安慰我说,别过了,肯定过不去的,算了,别把自己玩疯了!然后不信邪的我,就说你说我过不去,我就过给你看,擦干眼泪,又坐那继续打打打,平时睡懒觉得到,睡了四个多小时起来继续打打打,一遍一遍一遍,都魔杖了!已经是么得感情的机器一般...从今天饥荒打开,拿到红皮!还罕见的拿到了3000科雷点,我就感觉,今天肯定不一般!今天一定是个好日子!果然!!!!!!功夫不负有心人,加上心理暗示,给自己加buff,最后完全因为运气吧,可能是我努力感动了老天,莫名其妙第一次用了地雷,俩地雷就把最后boss炸死了,第一次用,完全是因为时间不够没时间思考,外加钱太多了也不知道买啥,看到地雷能买就赶紧买了。嘎嘎升满级!我玩着游戏以来就没用过地雷,除了打无尽模式用过一次,怪还没到前面就死了,都没见识过威力!今天可真是好运!真的好开心!不执着于全成就的小伙伴永远都不会理解那种通过不懈努力完成全成就的满足感!真是幸运幸福的一天呐!!!!!!!——————2025.4.18 17:51
1.一款玩法非常有意思的国产塔防游戏,机制缝合,上手难度不低。 2.抽卡融合+路线规划+堆技能加成,因而可重玩性很强,凹数值还需看看运气,无尽模式才是游戏的开始。 3.如果真正会玩这游戏+花点时间多玩几遍标准模式升到满级解锁每种塔的图鉴,那么全成就将不再困难,许多挺难的成就多需要在无尽模式里刷。 4.但游戏也有些比较“没放开”和“比较折磨人”的缺点,比如没有撤回操作、给重构塔的升级费用不应该随融合次数的提升而提升、也没有防御塔出售按钮,这将导致规划游戏的容错率很低,一步错就让人心烦意乱的情景经常出现。 5.游戏里的BOSS都有登场嘲讽、释放技能时的台词,还挺有意思的。 6.有官中,无集卡,有成就,原价便宜,打折更香。 [spoiler]欢迎扩列[/spoiler]
[h3]SNAPSHOT[/h3] A game developed to support its trailer [h3]OVERALL - 2 / 10[/h3] [h3]PROS[/h3] + interesting idea [h3]CONS[/h3] - poor execution - terrible UX [h3]FULL REVIEW[/h3] I don't even really know what to say here - the game's trailer is way more exciting than the game itself. There was an attempt to combine tetris with a tower defense game here but it falls really, really flat. The RNG is frustrating to deal with, combined with the god awful translations and poor UX makes this game just... lackluster and confusing. There's some semblance of a stat system but they just don't really mean anything in comparison to each other. Overall this one's a huge pass - if I could refund it I would.
一款有点意思的肉鸽塔防游戏,独特的重构系统既让游戏充满了独特的乐趣,又让游戏在一定程度上变得不好玩,是一个很有潜力待打磨的想法。boss有独特的垃圾话环节也为游戏增色不少。 合成方面不能选择落在哪个位置很难受,无尽也是波波高压,总体来说,游戏有不错的思路,但还是欠缺打磨,不够完美。 希望国产游戏越来越好,勉强给个推荐~
随机只给三个,这么多配方,配不上一个材料,这塔防可惜倒在游戏设计上…… 配方如果除去塔的等级,才是正常的设计,基础塔的等级化为新的高级塔的对应元素等级。
If you want to play this game. An early research is more required than any other tower defense game. Late game is also need more practice. Not an easy game to defeat.
It is a great game, but with some UX problems. I can't type Chinese on my Steam for Mac so I have to wrote this in English
Refactor is a thoughtfully designed and mechanically ambitious tower defense game that challenges many of the genre’s long-standing conventions by giving players unprecedented control over both the battlefield and their defensive tools. Developed by GAGA and published by LightOn Game, it presents a science-fiction scenario where Earth is under constant threat from alien forces, but the real focus is not the narrative backdrop—it is the intricate, systems-driven gameplay that encourages experimentation, long-term planning, and creative problem solving. What immediately sets the game apart is how it treats the map itself as a strategic resource. Rather than defending along pre-defined enemy paths, players actively construct the route that enemies will take by placing modular tiles on a grid. Enemies always seek the shortest possible path to their goal, and you are not allowed to block them entirely, which creates a constant push-and-pull between extending routes for maximum damage and conserving space for towers and upgrades. Every tile placement matters, and small miscalculations can cascade into overwhelming pressure later in a run. This design transforms each level into a spatial puzzle where efficiency and foresight are just as important as raw damage output. The tower system adds another substantial layer of depth through its elemental fusion mechanics. Basic towers are aligned with elemental types, and combining them through specific recipes unlocks advanced variants with unique behaviors and synergies. Some combinations focus on sustained damage, others emphasize crowd control, debuffs, or burst potential, and discovering how these interactions complement one another becomes a core part of mastery. The game does not heavily guide players toward optimal builds, instead rewarding curiosity and experimentation. Over time, learning how different elemental paths interact feels less like memorization and more like developing a personal strategic language. Combat unfolds in waves that steadily escalate in complexity and pressure. Enemy types introduce varied resistances, movement patterns, and behaviors that force players to adapt their setups rather than rely on a single dominant strategy. Because of this, flexibility is essential; builds that dominate early waves may struggle later if not adjusted. The game’s roguelite structure reinforces this adaptability, as each run offers different opportunities and constraints, pushing players to reassess priorities and make meaningful trade-offs rather than follow rigid plans. Resource management plays a surprisingly important role in shaping each run. Currency becomes more valuable over time, creating tension between spending early to stabilize defenses and saving resources to make more impactful upgrades later. This system subtly discourages hoarding while still punishing reckless investment, adding a strategic rhythm to spending decisions. The result is a constant mental balancing act, where players must think not only about surviving the next wave, but also about positioning themselves for the challenges that follow. Visually, the game adopts a clean, retro-inspired aesthetic that prioritizes clarity over spectacle. Elemental color coding makes it easy to read the battlefield at a glance, even when multiple systems are interacting simultaneously. Animations and effects are restrained but effective, ensuring that the screen never becomes visually overwhelming despite the game’s mechanical complexity. Sound design complements this approach, providing clear feedback without distracting from strategic decision-making. The depth that makes the game so rewarding can also make it intimidating. New players may initially feel overwhelmed by the combination of route construction, elemental fusion, and resource management, especially since the game expects learning through experimentation rather than extensive tutorials. Difficulty spikes can be unforgiving, particularly for those who have not yet internalized how different systems interact. However, for players willing to invest time into understanding its mechanics, these challenges often become part of the appeal rather than a deterrent. Overall, Refactor stands out as a smart and innovative entry in the tower defense genre, offering a level of strategic freedom and complexity that is rare even among its peers. It rewards careful planning, creative thinking, and adaptability, making each successful run feel earned rather than accidental. While it may not be ideal for players seeking a relaxed or straightforward defense game, it offers a deeply satisfying experience for those who enjoy layered systems and strategic experimentation. As a reimagining of what tower defense can be, it succeeds in carving out a distinct and memorable identity. Rating: 8/10
It's a pretty solid tower defence game with a distinct twist. The core gameplay is solid and there is some strategic depth. On these grounds I do recommend this game. But all is not perfect, In particular the UX on PC really needs another pass of refinement. * Popups tend to show up far from the mouse. * Scaling or movin the map can easily move the mobile UI elements out of the visible play area. * Scale of UI elements feels massive, needs a way to scale down UI elements a little (well a lot really, like 3x maybe?). * A few more things could use keybinds (and they could be a little easier to discover) * ESC means to "escape". Before opening the main menu it should close what ever pop(s) up are open. close the junk, not overload me with more windows for daring to use common PC idioms. Also one suggestion for gameplay enhancement: If you select a tower module. it would be nice if You could downgrade it until the time you have confirmed the placement. (assuming that allowing in place downgrades of placed towers would have undesireable balance implications)
不错的小游戏
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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