
Build and design the terrain while defending your stronghold against alien invasion in this unique Roguelike tower defense. Choose from 30 heroes, survive enemy waves, and upgrade a variety of destructive towers to hold the line!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 3.57/day in the week to Sep 11 → 4.14/day in the week after.
About
Your empire faces relentless invasions from the savage Artronids, threatening its very existence. As Commander, you are the last line of defense against the deadly enemy onslaught. In this endlessly replayable experience, every battle presents fresh challenges with unpredictable outcomes.
Take control of the battlefield by shaping the very ground your enemies march on. Expand and modify terrain tiles to create choke points, forcing enemies into lethal artillery fire or luring them into carefully laid traps. Height and pathing are your greatest weapons—use them wisely to dictate the flow of battle and secure victory.

Each faction brings its own arsenal to the battlefield, featuring unique biomes, towers, and strategies. Their distinct playstyles shape how you build defenses, deploy units, and control the fight. With 10 unique heroes per faction, each possessing their own strengths and abilities, there are always new tactics to discover and strategies to master.

War is unpredictable, but true Commanders adapt. After each wave, select from a set of upgrades and rewards to reinforce your strategy. Assess enemy strengths and weaknesses, adjusting your defenses to counter their advance. No two battles end the same way, as each new tile placement forces you to plan one step ahead.

There's a wide variety of content to unlock as you progress through the game. Heroes are earned through achievements, building upgrades are discovered, and the Codex is packed with secrets to uncover. With four difficulty levels, an endless 'Frontier Mode', and every playthrough offering new challenges, Tower Dominion provides a highly replayable experience.
Survival depends on constant innovation and adaptation. Every alien wave is a unique combination of Artronids that will test your ability to adapt. Are you ready to employ innovative tactics, build impregnable defenses and hold the line? Commander, your troops await your orders!
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $10.49−40% | 5.6Kreviews | 86% | — | $2.8M |
| $17.49 | 32ratings | 90% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 443 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Enjoyed my limited time to try the game. Well done guys.
Very fun. Fast learning curve.
I hate this game. Okay, maybe that is harsh. It is at times unfair, cruel, and punishing. So punishing... But the thrill of getting a lucky run and going into endless mode is such a rush! Once you understand this game's towers and enemies (highly recommend enabling additional info in the settings) you'll understand what makes this game so highly addicting. I can't stop coming back fore more.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 3/day in the week to Jul 30 → 23.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Spanish - Spain, Polish
| $17.49 |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 445 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
디펜스 게임을 좋아한다면 강추 맵을 내가 직접 만들어간다는 부분이 참신함 게임내 스토리나 미션이 없는만큼 스팀 업적이라도 높은 목표가 있었으면 하지만 매우 쉽게 달성할 수 있음 재미 하나만으로 100시간 가까이 하지만 성취감을 느낄수 있는 부분이 약함
非常好玩
fun
Es ist echt Schade drum, denn das Tower-Defense Konzept an sich ist gut. Aber die Kommandanten und Fraktionen, die bestimmen welche Boni man bekommt, sind absolut unbalanced und der RNG Faktor ist viel zu groß. So gibt es Spielrunden in denen man gar keine Ressourcen bekommt, um Türme bauen und aufwerten zu können, und dann wieder Runden in denen man ohne Ende Geld bekommt, aber ohne Witz keinen einzigen Turm. Im Gegensatz zu anderen Tower Defense Spielen kann man so fast gar nichts beeinflusse, sondern ist dem Zufallsgenerator ausgeliefert.
Not the easiest tower defense which is good.
Super fun roguelike tower defense. Many unlockables and options for various strategies. Strongly recommend!
Free Weekend player here. I read no guides or walkthroughs. This is purely from my own short time playing this game. It was overall enjoyable but started to become less enjoyable as I had to spend time forfeiting to retry more often than not or retrying due to poor luck/rng... This is the most frustrating aspect of the game. Sergent Gurtag is probably the only hero I can get to wave 45 with on Endless, although I did forfeit until I got battlefronts with 1 or 2 entrances maximum each so I can figure out ways to link them all up which is another puzzle in itself & hope you don't have to ever re-roll... All the other heroes can barely survive the beginning stages on the hardest difficulty level. Ended up with 3 battlefronts, 2 missiles, 2 sanction cannons & 5 ammo depots on my HQ with range +2 bonus each, also HQ detection card against invisible enemies lucking out at the end game. There was a lot of luck also 5 early-game light mortars lined up near my HQ with 5% damage increase per wave perk and 3 demolition mortars that boosted my light mortars by 25% damage each. Also a maxed out electric fence placed where 90% of all enemies come out from. Not to mention 9 Trenches maxed out & 3 Imperials for +2 grenadiers + 10% HQ HP/Damage, along with 4 Miradors on HQ with HQ support. I also got a bunch of support buildings that helped me gain more supply, recon & even an antennae. I put that next to my HQ & Missile Rampart giving it both 25% attack rate increase. Not to mention there was also an ammo depot next to my missile rampart too & some Mortar building that gives additional 15% damage & fire rate to it... I had planned to synergize every build that can be synergized ideally speaking in my own head as close as I can get it to my HQ & that's how it all panned out... There were some close calls where I had to upgrade and make new buildings right before a swarm almost ended me but luckily I was fast enough & had to set up building while in the middle of killing enemies... Either way, it's challenging & there were some minor possible draws that could've allowed me to last a wave or 2 longer but it was all a big maybe... In the end, I was "lucky" enough times in that game for me to last as long as I did. It was fun while it lasted. In that sense, it succeeded in what it had set out to achieve. So, I'd say this is an overall success to the developers of this game. It's just not quite optimized to my personal preferences, like when the game is lost, I really hate waiting for the animation delay to tell me I lost before I can impatiently click on the "retry" button. Those few wasted seconds especially in a game heavily based on RNG is a huge time waster & immersion killer. For games like this, you need the option to skip the animation or shorten it entirely... Fast, quick & smooth is good for these type of RNG type games where losing is frequent so saving time for players so they won't feel they're being delayed or lagged is something I personally notice in all games I play. Especially, since I don't like wasting time, even half a second adds up. These are often the pain points & the expectations from most players who will inevitably invest time into these types of games.
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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