
They Came From Below is a cute Tower Defense in Lowpoly 3D graphics. Here you have to build an economy and various defense towers to resist hordes of skeletons.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 23 reviews with recorded playtime.
Reviews
gameplay is too rushed - can't build towers until the wave starts. it's not clear why you can build towers on the edges of hexes, but not in the hexes. Too simple - only 2 offense towers (slow slugger & quick jab) and 1 economic tower. This means no strategy - just build towers as fast as you can & hope it's enough
Not sure how this game is rated positive. Thought from the way that the game is described that it would have an interesting (or at least some fleshed out) system of building an economy to then build you towers.....NOPE it has one economy tower that you build 3 times, these can be upgraded once to increase how fast they produce currency....That is it. You use the currency to buy one of the two attack towers each of which have a two buffs you can buy for them...and that is it. All levels are unlocked at beginning and there is no story that I saw. It wasn't even worth the 90% off. I don't think the developer ever expected anyone to pay full price, bet they just wanted to get people to buy a substandard game at constant sale prices. Well they got me with this and 'They Came From Above'. I bought them at 90% off, tried for a bit then contacted Steam to get a refund (I received it as well). This is lazy game design. DO NOT BUY IT
Don't even bother with this. I saw this on sale for 90% off, so I got this for a few dollars instead of the TWENTY-FIVE DOLLAR ASKING PRICE, which is either a gross typo on the author's part, or is some sort of scam passed off as a game. For the sake of providing an actual review though, here's my thoughts: Pros: -Haven't found any yet. Cons: -Music is too loud and there's no way to turn it down -No settings at all actually -Game starts right away giving you little time to prepare -"Build an economy" There's not really an economy. You can plop down a resource generator and three of them but that's it. -"Various defense towers" there's two of them. A catapault and a ballista. They're both priced at 50 crystal. -The... Necromancers I guess? SHRED through the Ballista towers, so expect to spend a lot of money repairing it. -Level 3 is an absolute joke. For starters, it strips you of your second offensive spell, and immediately sends a swarm of units on TWO LANES. It's almost impossible to survive long enough to get your 'economy' going let alone get a working defense up. Bear in mind the previous Con, where you'll also be spending obscene amounts of money repairing the blasted towers.
They Came From Below, developed and published by Piece Of Voxel, is a modest tower defense title that combines straightforward strategic gameplay with a light resource management layer, all wrapped in a simple low-poly presentation. The premise is immediately familiar: enemies rise from beneath the ground in waves, and it’s up to the player to construct defenses, manage income, and prevent their base from being overwhelmed. While it doesn’t attempt to reinvent the genre, it tries to add a bit of flexibility through its economic system and open-ended approach to strategy. The core gameplay loop revolves around placing and upgrading defensive towers while balancing resource generation. Players are given the freedom to decide how to approach each level—whether to invest early in building a strong defensive line, prioritize economic growth for long-term scaling, or strike a balance between the two. This flexibility is one of the game’s more appealing features, as it encourages experimentation rather than forcing a single optimal strategy. In the early stages, this creates a satisfying rhythm of planning, reacting, and refining defenses as enemy waves become more demanding. However, this sense of engagement doesn’t fully hold over time. While the game introduces different towers and enemy types, the variety is not deep enough to significantly change how the game is played. Strategies that work early on tend to remain effective later, and enemy behavior rarely evolves in ways that require new approaches. As a result, the gameplay loop can start to feel repetitive, with progression relying more on scaling numbers than introducing fresh challenges or mechanics. What begins as a flexible system gradually becomes predictable. Visually, the game adopts a minimalist low-poly style that gives it a clean and accessible look. The environments shift across different themes, providing some variation and helping distinguish one level from another. While the art direction is cohesive and easy to read during gameplay, it remains fairly basic, lacking the detail or flair that might make it stand out. The same can be said for the audio design, which provides adequate background music and sound effects without leaving a strong impression. Together, these elements create a functional presentation that supports the gameplay but doesn’t elevate it. One of the more noticeable issues with the game is its lack of polish. Certain mechanics are not always clearly explained, which can make the early experience confusing for new players. In addition, technical quirks and occasional bugs can interrupt the flow of gameplay, reinforcing the sense that the game is somewhat underdeveloped. These problems are not constant, but they are frequent enough to impact the overall experience, particularly for players expecting a more refined product. Content is another area where the game feels limited. While there are multiple levels and some variation in environments, the overall scope remains relatively small. Once players become familiar with the available mechanics and strategies, there is little to significantly extend the experience. Replay value is present in theory, especially for those who enjoy optimizing their approach, but the lack of deeper systems or evolving challenges makes it difficult to stay engaged for long periods. Despite these shortcomings, They Came From Below has a certain simplicity that can work in its favor. It is easy to pick up, doesn’t demand a large time investment, and can provide short bursts of casual enjoyment. For players looking for a lightweight tower defense experience without the complexity of more demanding titles, it offers a straightforward and accessible option. In the end, They Came From Below is a game that delivers a functional but limited take on the tower defense formula. Its flexible approach to strategy and approachable design give it some initial appeal, but its lack of depth, repetition, and technical roughness prevent it from reaching a higher level of quality. It’s best suited for casual play sessions rather than long-term engagement, offering brief moments of satisfaction without leaving a lasting impression. Rating: 6/10
It wants to be retro fun, but it ends up as blocky proof that sometimes, what comes from below should probably just stay there. As far as tower defense games go, this is a tragedy. It manages to make chaos feel boring and has the continuing charm of a student project with pacing that swings between mildly frantic and existential waiting simulator.
A bit too hard to master, No option to change audio/graphic settings.
Sometimes frustrating, not really fun. I am not asking for my money back, but I would not recommend this game. It lacks variety of towers. There are only 10 levels. The levels are repetitive. It has no replay value.
Schade das Game wäre bestimmt eine gute Idee.
very nais gaem
fun, sit back and relax lol
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