
Super Sanctum TD is a retro-styled Tower Defense game that focuses on strategy, customization and replayability. Build advanced mazes and construct powerful towers to prevent alien hordes from reaching the Core!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
The game is alright but I find the grind for level ups just to barely complete a stage annoying like I get the game can't be easy but sometimes it is more difficult than it should be nearing levels of impossible without grinding levels getting upgrade tokens for the skill tree to give you a smaller increase to your chances of success even turning down the difficulty to normal instead of hard makes little change. I have 6 hours on this game and only got to about stage 7 and only perfected about 3 stages that seems like too much grind to me while only reaching xp level 10 and not every level up giving you upgrade tokens. Overall 4/10.
Getting 100% was interesting, but ended in a repetitive grind. approximate amount of time to 100%: 15-20hours ~ Estimated achievement difficulty: 3/10 (1/10 if you follow youtube guides*) Minimum number of playthroughs needed: 1 (likely 2 per map) Multiplayer achievements: No. Missable achievements: No. (stage select/replay available) Grinding Achievements: One, Kill 10 000 of a specific enemy. DLC-Only achievements: No. Time-gated achievements: No. Speed-run achievements: No. RNG-achievements: No. Does difficulty affect achievements: Yes, Need a win on each map on hard. Unobtainable/glitched achievements: Possible*. Point of no return: No. First achievement unlock: Kill 10 enemies with the fireball, or clear the training area. Is there a good guide: The one on steam by visbhume is good. Notes: * For the "3 star on hard" achievement you can just get 3 stars on medium (no damage to core) and play another game and just win on hard (core health >0 ) These both count for the achievement. * Users are reporting delays in achievement unlock and glitches, I also had the same problem and needed to restart the game, lose the core a couple of times and win the first map until I got some. * The game also crashes often, (5 or 6 crashes total for me). It can get quite annoying. * If bosses are giving you trouble feel free to keep them in place with skills like push back, rewind, freeze, etc. These skills are great. * About halfway through the game the difficulty starts to spike and everything is a bullet sponge. But perfect 3 star hard plays are available on youtube. If you're sick of trying simply copy their setup/spells/skills (you can re-spec at any time for free) and you'll be fine. Why not?... Recommended.
[h1]Некоторые ругают Sanctum за совмещение TD с шутером, а есть и отдельное TD[/h1] [b]Примерное время прохождения:[/b] 4 часа. [h1]Геймплей:[/h1] Враги идут/летят к ближайшему ядру. Дошедшие до ядра враги исчезают, нанеся урон один раз. Большинство башен требуют основы, которые также могут служить для создания лабиринта для врагов (не на всех картах можно делать лабиринты). Ресурсы даются за забитых врагов и законченные волны. Башни можно строить в любое время. Башни улучшаются по 2 раза, просто получая повышенные характеристики. просто повышает её характеристики. Количество установленных башен неограниченно. В бой можно взять до 4 башен и до 4 активных навыков. Помимо обычного прохождения карт есть бесконечное выживание. Во время игры вы получаете опыт на повышение уровней, которые открывают новые башни/навыки, дают слоты для башен/навыков и дают очки для простеньких перок (количество очков на перки почему-то ограниченно). Есть увеличение скорости игры, но только до x2. [h1]Понравилось:[/h1] [b]+ [u]Отображение всех типов врагов на карте[/u][/b] Если в других частях Sanctum вы можете быть не готовы встретить какую-то волну из-за нежданного врага, то тут всё проще; [b]+ [u]Некий выбор башен[/u][/b] Всего есть 15 башен. Башни могут наносить физический или энергетический урон, а также могут поражать 1 или несколько целей. Помимо наносящих урон башен есть башни поддержки, типо замедления и увеличения урона; [b]+ [u]Выбор активных навыков[/u][/b] Всего есть 17 навыков. Навыки либо наносят урон, либо помогают башням наносить урон, увеличивая урон башен и взаимодействуя на врагов (замораживая/отталкивая/тлепортируя/... их); [b]+ [u]Энциклопедия врагов[/u][/b] В энциклопедии описано здоровье врагов, их сопротивления и особенности (вот только особенности не уточнены). [h1]Не понравилось:[/h1] [b]- [u]Нет полного экрана[/u][/b] При растягивании остаются чёрные полосы по бокам, а интерфейсу явно бы не помешало место, чтобы не закрывать собою врагов по краям,; [b]- [u]Возможные краши[/u][/b] С момента выхода так и не исправили краш в конце карты. Не помню, крашится игра до засчитывания победы, или после; [b]- [u]Багованные "парящие" враги[/u][/b] Если вы подбросите навыками наземных врагов, а потом оттолкнёте, то хоть пикселем приземлившиеся на стену враги пойдут напрямую к ядру, даже если стены стоят в несколько рядов; [b]- [u]В энциклопедии нету башен и навыков[/u][/b] Башни при улучшении могут непредсказуемо повышать характеристики (например, может не повышаться дальность или скорость атаки), у активных навыков не написан наносимый урон. [i]На карте мира ещё есть место для нескольких уровней, видимо, планировали дополнения, но не выустили их[/i]
Just don't like the balancing, playing on normal is far too difficult even after getting some tower upgrades. The violator does maybe 5% of a regualar enemys health in damage which is far too low, all towers feel way too weak.
добротный тавер дефенс, на скидках покатит единственная проблема - сложность на нормале очень просто, но на харде как-то неоправданно тяжело
[h1] Isometric tower defense for Sanctum fans. Act as a simplified version of the main game. Only towers can be used. Balance is good I think - seems like nothing is overpowered except my skills of course. Worth checking if you crave for more Sanctum even in simplest form. [/h1]
It is fun and i enjoy the new things it introduces with passive perk upgrades tree and AOE abilities. However they ruined upgrades which makes it feel not great to play. For example: 1 Sniper tower deals 360 damage; At max upgrade it deals 1620; To place and then upgrade to max cost 420; for that same price you could place 6 un-upgraded towers totaling in 2160 damage. So upgrading towers deals less damage than just places more towers. Leaving the only reason to upgrade being, if you do not have enough space. BUT you gain money so slow that by the time you have placed towers on every space, the game is usually already over. And none of the over increases like range are not increase enough to make it worth it. And some tower even fire slower as you upgrade them, making the upgrade even worse. So instead of finding a good setup/kill box and then upgrading it, you just tower spam which again dosen't feel as good to play.
Simple and accessible tower defense with a cute scifi aesthetic. Offers the same towers and loadout options as Sanctum, in a small package. It's hard.
Fun game but, sadly, earns a thumbs-down for misc. [strike]bad[/strike] [i]evil[/i] design choices. I don't care that it was basically a freebie (I think) w/ other Sanctum games. FWIW I liked it better than those .. more straightforward TD, rather than the conceptual/strategic "fog of war" which plagues the 3D Sanctum games -- in which you basically learn to play by failing, not succeeding. 1) Tower Defense games should be as deterministic as possible, i.e. things happen the same way each time. There are many mechanics -- e.g. crate drops, dodgers, crits -- which do not follow this rule at all. Result being, what "worked" on one run, doesn't work on the next. Are the mobs going to spawn in such a pattern that they will collide with your Explorer Party, thus killing 1 or more of them -- thus reducing a very significant skill's power, by 33, 66, or 100%, depending -- or are they not? I guess we'll find out, when you click "start", after setting up your build for the 475th time! [b]BTW, in Sanctum games, including this one, you build your own maze out of Tower "Bases", and towers can only be placed on said bases. So, redoing the build isn't just "throwing down a few towers"... it's throwing down about 50 bases, [i]then[/i] throwing down a few towers. 🤦[/b] The crate issue is probably the most significant. I've seen as many as 3 in a wave; I've also seen none. 2 is equivalent to a tower, and 3 is a [i]good[/i] tower. Thus, none basically equals "restart". It's a big deal. 🔥👿🔥 THIS IS TD HELL. 🔥😭🔥 2) Basic QoL not found. No checkpoints. No key rebinding. Can only reset the whole skill tree, then re-spec everything, instead of simply "moving points around". How am I supposed to feel, about games/devs who make no effort toward human decency? Ppl who don't even [i]try[/i], do "do better". Answer: "not recommended". :P No saved setting for "fullscreen" mode. U have to manually go to fullscreen every time you start the game, using Windows' default "fullscreen" bind, ALT+ENTER. Well, ENTER happens to also be the key to "start the wave" (which you can't change). So, you ALT+TAB to look at some screenshots -- because, of course you do [i]since there's no fricking checkpoints or saving[/i]. When you ALT+TAB back in, the game annoyingly reverts to "windowed" mode, so you press ALT+ENTER to fullscreen it. Well, guess what happens -- you just started the wave and you didn't even build anything yet! :P Restart............. (You mean to tell me, in [i]all[/i] the development, and [i]all[/i] the testing, no one said "this could be handled better"??) Another player-hostile TD design choice: u sell a tower, u get a penalty in how much $ you get back, even if you're still in build phase. That's just rude. Combine issues from categories 1 and 2, and things can quickly go from fun to not. ------ [h3]It really all boils down to: a bunch of design choices that waste the player's time.[/h3] Sorry -- I love the genre, and I enjoy this game when it's at its best, but, game/devs do not deserve a good reputation for overlooking such common-sense issues, and putting the burden on the player aka [i]customer[/i]. #BadSoftwareByBadPeople I have other games I want to experience; I don't need to re-re-re-hammer this one like it's the one game you got bundled with your new console on Xmas. :P (And re-re-re-prove that I've mastered a map, up to, the 17.235-second mark, in wave 5, just to figure out exactly what it is that's breaking down and allowing leaks, at that point... This is what's known as "grinding", and we [i]do not like[/i] grinding! Checkpoints, MFs!!!) BTW there's certainly a level of interest where u just derp around and "play for fun". That's not really me. To the extent Steam Achievements push the player to explore and excel, and serve as a guidepost for when it's time to "move on" to another game, I enjoy chasing them. And when certain ones require precision, if not perfection, that's when sloppy design choices get really frustrating. So, when the first 20 runs of "this is a decent build I'm working out" turn into "good thing I 'like' this build since I've had to set it up manually 100x in the past hour 🤦" ... Cheat Engine to the rescue, unapologetically. Have fun!
"Blocking the path is unfair!" enemies with flight just skip the path and go straight to the point, why aren't the devs telling them that's unfair to me? Oh wait, maybe something being "unfair" to an enemy doesn't really matter when it's war. Balancing is abhorrent. Why are there 2 shield values when they're never explained? Oh, and WHY DOES THE GAME EARRAPE ME FOR WINNING? That seems like either a punishment or a lack of sound mixing.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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