
Rogue Realm: Guardian Grids is a medieval fantasy blend of tower defense and roguelike progression. Build defenses on a grid, manage resources, and survive ever-evolving enemies.
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): 0.14/day in the week to Sep 6 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
"Rogue Realm: Guardian Grids" combines the strategic layout of classic tower defense, the randomized progression of roguelites, and a highly flexible build-crafting system. Facing endless waves of enemies, you must forge your own unique combat system based on the diverse augments and card choices in each run, watching it grow step by step until its ultimate explosive potential is unleashed.
Build defense facilities on the grid map to fend off endless waves of enemies. Strategically manage resources and layouts, create strong synergies between your buildings, and survive wave after wave of attacks.
After leveling up, you can purchase random augments. These power-ups don't just increase your stats; they alter attack patterns, trigger special effects, and shift your entire build strategy, ensuring every run has a unique progression path.
Use resources gained from battles to buy random cards, flexibly adapting your development direction based on your current augments and the battlefield situation. Every purchase is a trade-off, and these choices will ultimately determine how your build takes shape.
As augments accumulate, your initially simple defense line will gradually evolve into a comprehensive combat machine. Attacks, buffs, and trigger effects synergize layer by layer. Watch the build you crafted kick into high gear, drowning swarms of enemies in pure firepower.
Roguelite deckbuilding combined with classic tower defense gameplay
High-freedom augment system and deep build progression
Rich combinations of buildings, cards, and synergistic effects
Experience a completely different randomized growth path in every run
Unique 3D-rendered pixel art style
A complete progression experience from strategic management to late-game explosive power
Support endless mode
20-40+ hours of gameplay
Engagement
Reviews
Themes across 118 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Jogo bacaninha de TD.
很休闲的小体量轻度塔防肉鸽游戏,关卡的地图是固定的,局内抽到的卡牌和升级效果是随机的,但由于默认所有塔和所有效果是全解锁的,塔也没有升级路线,所以实际随机性并不强;开局一个伐木场拿木头,两个矿场一个拿石头一个拿金币,剩下俩箭塔和法师塔防守,这5张卡就是定式了,后续补充资源获取和防守强度的路线图也是大差不差;一开始以为局外升级会比较漫长和麻烦,但实际上就几个基础遗物,点个金币获取就能打三星关卡了;总结就是个打发时间的小游戏,找到发育思路后重复度会比较高,甚至有些挂机增量游戏的感觉。
难度很高玩了一会打到1-3,局外成长也很少
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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: English, French, Italian, German, Spanish - Spain, Russian, Japanese, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Korean
Hours played at review time, across 118 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
没那么复杂,没那么多变化,但对我这个喜欢肉鸽又喜欢塔防的人来说刚刚好。
体量不大但是看得出在认真做了。 评论区很多人说的问题其实无非就是肉鸽常见的随机性问题。 关键采集资源刷不出就用别的资源打, 缺少某种强势牌就拿别的增益效果换打法。 办法总比问题多。 制作组也听劝,大家说难的关没几天就调低难度了, 虽然我并没有觉得那关有多难,反而是后面有些关卡得厉害。 甚至最终关简单得有点过分,和前面守门的几关不是一个画风。 游戏也支持轻度SL大法,增益刷不出想要的或者因为开局买了牌没钱买可以SL, 操作后开局买的牌会消失,但是钱还在。 用这种办法可以在局内SL出想要的增益,肉鸽难度断崖式下跌。
無盡模式就把等級限制16拿掉好嗎?都已經無盡了就給玩家無限爽就好
[h1]优缺点一览[/h1] [quote]优点 1.肉鸽加塔防,模式创新得很好,再加上局内成长以及资源抉择方面的策略内容,十分上头 2.关卡虽然只有15关,但是由于波次很长,所以会导致游玩时间也会很多。 3.地图也很丰富,每个关卡地图设计得都十分巧妙 4.注意难度很高,真的很高。需要有一个优秀的思路来应对前期,中期,需要反复尝试,建议不追求全成就的玩家直接打简单难度就行了,期待后面出自定义难度。 5.战斗中,购买卡牌的钱必须要自己去思考,怎样才能注重前期的经营,是升级前期的塔,亦或是再建一个,还是爆发,还是战略性漏怪,都是一个值得思考的问题,最好打出建筑卡牌升级方向的组合技。 6.支持无线模式 7.独特的俯视角肉鸽三进行了3D 渲染,美术风格很独特 8.开局一键解锁所有的卡牌,图鉴也是一开始全部都给你了。没有什么繁琐的条件。 [/quote] [quote]缺点 1.遗物太少了,开局什么都没有,要靠自己打怪来赚,效果还是比较一般 2.后期建筑物无可升级提示,以及升级以后具体的效果数值不知道。 3.考验手速,选完建筑之后就可以直接出怪,没有思考的空间。 4.升级选择效果需要金币。 5.卡牌金币不足时,有时会变红。 6.如果有一堆牌的情况下,资源点的话在会被牌覆盖的情况下,放生产型建筑操作很难受。 [/quote] [h3]结语[/h3] 本作是一款肉鸽塔防类型的游戏,创意很强,通过每回合的发育,建造建筑进行升级,来阻挡不断来袭的敌人入侵我们的堡垒。要合理地进行规划、资源和布局,升级可从三选一获得强化,但是需要金币。每回合可以根据自行的需要来购买打牌,来构筑属于自己的流派。随着前期的经营,后期的火力压制,动用种种术法来消灭怪物,以及多次失败的获得成功成就感,上头,喜欢肉鸽塔防的玩家可以去试一试! [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
Solid TD game, albeit kinda short. Good distinctive, selection of towers. A solid variety of rogue-lite buffs, enabling you to focus on many different towers, as well purely economic perks, or utility based upgrades. I really like the balancing of towers and economy, especially in the early game. Difficulty wise it's on the easy side, but the early stages of balacning economy vs building towers can be a challening. All in all, not the most advanced TD game, but I do enjoy the design and gameplay.
别买 没什么意思 数值没做好 太容易了
Срочно требуется доработка игры. 1. При наведении на клетку при применении навыка вылезает контекстное меню клетки. Дико ломает динамику. Особенно заметно при наведении на клетку с шипами. Меню сделайте вызываемым по клику. 2. Реликвий 10 штук и всё? В смысле? Или я что-то не понимаю. И максимум 6 взять. 3. Уровни башен / построек не видны пока не кликнешь. Визуально не определить. 4. 1 уровень улучшений у большинства зданий? 5. Улучшение шипов x3 к урону. Башни лучников - 20->21. Дальность только растёт? Бессмыслица какая-то. 6. Какие параметры будут после улучшения не показывается до покупки. 7. На способностях нужны цифры подсказывающие номер кнопки. Для визуального понимания. 8. На второй скорости игры те же метеоры слишком быстро обновляются визуально. 9. Не видно какая способность выбрана после нажатия способности. Курсор поменять на иконку способности? 10. Карточка способности при выборе слишком сильно увеличивается в размере, перекрывая часть поля боя. Игру оставляю в библиотеке, Без возврата. Надеюсь на доработку игры.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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