
Seacurity Breach is a 3D tower defense game with a twist! We embrace verticality, ragdoll effects and a unique unit design. Expand gameplay experience by creating a level yourself or test your skills against a multitude of fan-created maps. Join Aerian forces to repel Aquator invasion!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Hello this is Diaelffin, I did a showcase Stream on this game. This is a beautifully challenging game. I enjoyed playing. Graphics are great. Soaphog has done a great job. If you want a challenge in strategy then this is the game for you. Good luck game goers. Highly recommend this game.
Unbalanced so far but will probibly be a gem with some development. Definatly worth buying, I've enjoyed it
Balance issues really quick. You don't make near the money needed to get needed number of towers and upgrades needed. Each tower you buy increases in cost - i.e. 1st is 25, 31, 39 etc so after you place 6 you are paying TONS and monsters drop 5 or 6 on a kill - but unless you spend that on upgrading existing - you don't stand a chance. 1st 3 levels were good / challenging. The 4th is frustrating as you have to tower 2 paths and you have crap for money. You can barely keep up by upgrading your existing towers let alone place new ones on a 2nd path that are 90+ each. The only way I see moving forward is to replay early levels OVER and OVER to get blue diamonds to upgrade traps. Problem is you only get a few of these after the initial amount for beating a level (usually 100) - then it's a few per game where it costs 250 for an upgrade. By far the BEST upgrade is the reduction of trap cost by 5 due to the low amount of currently available to the player throughout each level. If those things are fixed it would be a good game. It was really enjoyable playing the first 3 levels. It has several nice things- i liked the graphics, polish and the fish vs birds was cute. The 3d / vertical nature of the maps was unique to most. I appreciated the response from the developer. I have played the game a lot more and there is quite a bit of polish needed: 1) laser towers - slow and everything blocks them unless you pay to clear area which is too expensive. 2) only arrow towers and floor trap are worth anything - everything else is virtually worthless even at the initial low cost 3) 90 % of placement tiles are useless One on level 3.5 - i put up on a pillar and it wouldn't hit anybody - WTF - why is this an option to place a tower. 4) very very little option to control path of monsters even when there are clear tiles - it won't let you place towers and monsters will not follow the path set by blue arrows many times. 5) i would say per level you will have 6 or 7 traps tops - if you stick with arrow / floor (ones that actually are useful) - 5 or 6 due to high cost after placing 3 or 4. 6)it encourages to use trap variety - but most towers are ineffective (see point one on laser towers) 7) 90% of my towers are the arrow tower on any level. This produces the best most consistent result. I have tried other varied approaches and i get my butt handed to me. 8) The cost to clear a tile is too expensive. This needs to be 5 or 10 - not 25. 9) spring traps (especially on level 3.6 - mobs will walk right to the side of them though it's a sidewalk with walls and have too many limitations. Would be nice to spring a mob to death into a tile that is hostile (i.e. a fire pit) 10) targeting options (strongest , first) never work. for example: i'll say weakest when there is a healer / large armored shark next to each every tower has "weakest" as target - but it targets the armored shark not the healer always. 11) When i say strongest (to target a boss mob) it will always target the mobs the boss spawns never hitting the boss first. 12) Rotation on towers is slower than a turtle. I've had monsters not get shot one time on a corner because of a slow moving turret. I would rather have a set "arc" rather than random rotations that look at a section of of map that monsters will never be on. 13) There is not much in terms of available strategy for a level. Each level is more of a puzzle with minimal solutions that you have to find. I would love more flexibility like in games such as field runners, kingdom rush, defense grid. 14) The levels where the mobs will attack a structure - if only one mob gets by - there is nothing the player can do to stop that. I'd rather just lose than to sit and wait for 5 min as the monster beats on the structure. 15) MORE mobs - each wave has 2 to 6. I'd rather have more so I can make more money to get more towers Why so skimpy?
It's definitely a cool concept, but towers (at least one of the two that we get in the beginning) are "bugged" and it makes the game unplayable... Explanation: The first turret we get (ballista) can focus on a unit that's out of their range and ignore other enemies till the focused unit is killed, I literally lost several rounds because of that. I don't know if it's a problem with that specific turret or whole targeting system, but it's definitely a huge problem. I might change my opinion in the future (after hotfixes), but for now it's a NO for me. Edit: I just realised the game is out for ~7months and it's still a thing, so I don't feel like it's gonna be fixed soon.
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