
Space resources are the battleground for warring factions. As a Space Defense Officer, protect your faction's assets in a vast, hostile universe. Allocate resources, upgrade defenses, and repel relentless enemy attacks! With over 50 unique units and deep strategy, experience real-time tower defense!
Modeled estimate, not a reported figure. How we estimate →
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About
Games taking too long? Strategies too complex? Not here! Build your unique defense base in real-time with simple yet strategic space defense facilities!
Repel the enemy, keep our energy cycle running!
In Space Cycle, every choice matters. Pick and upgrade your defenses wisely!
Let luck and strategy lead you to victory!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, Japanese, Traditional Chinese, Korean, German, Spanish - Spain, Russian
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
gg
Its a fun game but once you find the recipe of slow tower + slow dmg the game is the done.
上课摸鱼很爽
整体还行吧,随机模式带点肉鸽还有点意思。自由模式前面有点意思,后边就无聊了,一直在反复开反复刷,我刷了几个小时刷够了9万9发现出了最顶级的结果还是打不过,又接着刷到12万多能把所有高级塔都出了,结果各种排列组合试了一个小时也没过,查了一下攻略才发现叠数量加输出没用要叠经济开技能才行,这设计倒是有点新颖。 顺便一提在用ce开倍速刷的时候发现了倍速拉高之后会导致怪物规避一部分伤害导致原来能过过不了了 再补充一下官方应该在好好确定一下九万九的定位,当一个正常的高级塔就把价格降下来,当一个超模塔就提一下能力而不是好不容易刷出来然后发现不抄作业连个普通7 80都不一定能过
这个塔防游戏不是敌人从一个门前往另一个门掉血的玩法,而是在地图上循环移动,必须将敌人控制在一定的数量内才不会引起空间失衡,有点像绿色循环圈的设定。游戏可以通过升级三选一的肉鸽玩法使用不同技能和特性的防御塔来消灭敌机,也可以临时升级加强某一防御塔打出高额伤害来缓解循环压力,不过每次升级给的炮塔位置不能自己设置,有点过于随机了。
肉鸽类的塔防游戏,浅浅玩了一下还是挺有意思的
游戏内容十分丰富,希望制作者能持续更新更多游戏玩法和内容
这价格配上这游戏素质,已经无敌了,爽玩20h
塔防肉鸽搭配很不错,玩起来很有爽感
모두 클리어 했음. 챕터10개 끝. 50가지 이상 독특한 유닛이라고 하지만 사실 몇가지 없고 재탕에 가까움. 타워 업그레이드는 없고 자원으로 한 라운드에 한해 버프 넣는게 전부. 랜덤디팬스 생각하고 게임 구매했다가 무료 플래시 게임 수준의 디팬스 게임으로 사기 당한 기분. 리뷰 같은거 잘 안남기는데 빡쳐서 남김. 천원에 팔면 딱인 게임임.
Related
Related
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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