
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
whatever you do ...you wont survive past round 70
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.
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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 |
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| — |
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| 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
muy divertido
This game is fun but there is a lot of RNG (tile paths, enemies, plans). The longer you survive the more likely you are equipped to overcome a vengeful RNJESUS but early on you can get dog walked if you get the wrong starting tiles and recipes. The 3 factions feel unique and the generals feel less distinct but still fine. Initially, i planned on beating the game with all the generals on the hardest setting but after seeing how much you can just lose to RNG, I find the game isn't even fun on them. There's less of a "well I have this plan to try out" and more of a "well I hope the dice gods play nice" feeling after failing a run. Don't get me wrong, you can still make mistakes that will instantly lose you a game. After all of that, I've still had a good amount of fun, it looks nice, runs well, and didn't encounter any errors.
great tower defense game , i can see myself playing this a lot. I couldnt stop playing the first day i got it lol
周末特惠入手,说实话难度三有点非人类了,雪地最后一波一直打不过,弃坑了,谢谢
I don't have it in my heart to give a negative review to a game that let me play the full version for free for a few days and that I pretty happily plowed 7 straight hours into on the day I downloaded it. Tower Dominion is doing some really neat things and making some really solid choices. - Some tower attack ranges are quite interesting, some are the expected "circle radius around them, possibly with a minimum range" but many have some combination of blind spots behind them or have weapons with independent cooldowns on multiple axes, or EXTREME minimum ranges where you need to set them multiple map tiles from where you want to aim them. - Enemies that destroy themselves on your HQ or walls grant (AFAIK) supply as if they'd been killed, which means you don't have a death loop of "I didn't kill enemies and I took damage => because I didn't kill every enemy I have less resources => I fall further behind next round and it gets worse" which I feel I've seen elsewhere. - "Pick the best choice of 2 things from 3 choices" is a much more interesting choice to me than "pick the best 1 thing from these 3 choices" That said I for a game that seems to expect you to play it a LOT (I've played for ~8 hours and collected ~45K supply across those, with one commander taking 350K supply total collected to unlock, so I'm approximately 1/7th of the way there) and I'm not sure if it has quite the legs (for me, anyways) to make that an interesting proposition. My beefs would boil down to: - I feel like I don't have quite enough control over RNG to make things work out for me consistently (which could be a skill issue, maybe with another 10-15 hours of play that'd click) but some of rarer buildings/upgrades MIGHT show up once a run it feels like, or they might not, and due to the aforementioned "some buildings require a lot of consideration in their placement due to interesting lines of fire" this can mean that to optimally use them you need to build your map as you go HOPING that those weapons/doctrines will show up eventually. Placing a 1 tile tower isn't an issue but when it's something like a 2x2 that can only fire ~15 tiles in one direction you need to be doing a LOT of advance planning AND hoping RNG favours you in time for your planning to pay off. The largest ones I've seen are a cross shape 3 tiles wide and a 3x3 block, and all your tiles need to be at the same level, meaning either finding flat ground or employing platforms to level things. It's doable, but now you're looking for a good spot in terms of your lanes, that also either has the right shape to fit something or can be fixed using platforms (which require MORE RNG to actually have show up) and you need to actually draw the blueprint. Of those you can only reroll the tiles, and only as you're placing them. - Death seems to come almost without warning, with spikes that feel like they kill you out of nowhere. I can be cruising along taking zero damage and kill most enemies before they make it 2/3s of the way to my HQ in one wave and dead the next. Sometimes I know what I could do better, sometimes it's not very obvious. - Not all pits and not all neutral buildings are created equal, which is fine, but given the work needed to make a pit I'd hope they'd be a LITTLE closer in value. "Each building adjacent to this reduces enemy HP by 1%" feels like it pales in comparison to the other pits I've seen so far, but whatever. Overall I think the game is really neat, I just don't know if it's "spend 56 hours playing it to unlock every character" neat. It's probably worth it on sale, and it's clear a lot of work went into it so I WANT to like it, (and I'll probably play more of it for free) but I personally wouldn't pay the 22CAD for it (but I'm also a cheapskate).
웨이브 전, 중에 우클릭으로 돈 모이는 즉시 순서대로 업그레이드 예약이 가능하면 좋을 것 같다. 렉이 해결되서 깔끔하게 게임 할 수 있으면 좋을 것 같음. 손 패에서 그리고 설치 후 대상 우클릭하면 업그레이드 경로가 보이면 더 좋을 것 같음. 특정 키를 누르면 대상 지점을 잠금 할 수 있으면 좋을 것 같음, 같은 느낌으로 가상으로 미리 만들어 두는 것도. 손 패에서 배치하다가 가끔 도중에 설치되는데 이건 렉 때문 인 건가? 준비 시기에 모든 행동들 되돌리기 가능하게 해주면 좋을 듯. 엔드 컨텐츠로 요충지 점령하면서 외계인 역공 만드는 것도 좋을 듯. 각 팩션별로 3개 정도 특화 만들고 점령하는 요충지 점령마다 특정 건물 효과 증가, 시작 선택지 변경 혹은 추가 강화 등등 무난하게 증가 효과도 있고, 전선 합치지 못하는 대신 강력한 효과를 주기도 하는 등 단순하게 생각하면 그냥 교리들 에서 한 발 더 나간 느낌으로. 요충지를 어렵게 점령 할 수록 ( 적 체력, 속도, 행동 등 변화로 난이도 상승 [ 공중 유닛이 전부 본부로 진행한다, 방패가 더 강해진다, 감속이 무효 된다, 시작 시 3x3 으로 시작하고 랜덤 구덩이가 존재한다, 일정체력 이하 시 무적 회복, 첫 피해 받으면 전면으로 순간이동 등등 ] 점령 후 리턴 값도 확실하게. 예를 들면 보급품을 대량으로 얻고 보급품 사용은 흔히 보이는 가지치기 스킬트리 ( 일정 영역 밝히고 그 영역 끝에 도달하면 새로운 영역이 생기게 - 대형가지, 곁가지를 엮은 랜덤으로 ) 사용 - 특정 블루 프린터, 교리 확률 업, 건물, 교리 성능 향상 ( 가중치 4% 2% 1% ) 시작 교리 증가, 시작 프린터 추가, 특정 건물 4번 업그레이드 개방, 본부 성능, 시작 무기 증가 등등
dinamico rapido e com otima uma variação boa entre asw runs
tovver doominion tovering over de competitiotorssah (free play noob)
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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