
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 446 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's fun for a bit, but 5 hrs in on a free weekend, and I have beaten it multiple times on every difficulty and it's already a bit stale. Runs really smooth, ideas are solid, but the gameplay loop is a bit dry. But not worth the $$ for 5 hrs.
Неплохая игра про защиту, продуманная оборона штаба залог победы и растановки путей для мобов. Очень рекомендую в нее поиграть.
Media

Related
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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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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 448 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Muy entretenido, algo distinto a los juegos de torres.
Nice TD, if a bit too RNG-dependent. Building details are not visible until placed, some stuff is not explained (closing zones, pits). Wish the slowing building sound could be turned off.
Addictive gameplay, good opportunities for strategy, forces you to plan ahead. Great casual game to pass the time.
I played it free for 2 days. It is fun, I love its challenges, it is replayable and its design is consistent for being a small game. I give it a like because for free I enjoyed the first few hours but my decision might differ if I would actually bought the game for real world money because it feels unfinished and unoptimized with bugs waiting to be fixed. What to expect: It is a combination of strategy + luck. If you have great strategy and no luck then you will lose that round no matter what. If you have luck but only a mid-level strategy then you will win that round. If you replay the right round multiple times, eventually you will win because your luck will arrive. It is fine, part of the concept it seems, but you have to accept it this way and not play it like a strategy game alone. Would help this game a lot and I felt it missing: 1. Display damage numbers on the building UI, optionally the fire rate, cooldown and the applied bonuses too. I literally do not know if 2,3 or 4 basic buildings are better then one upgraded building. I need to see how much is that difference to come up with a strategy. 2. Clear your codex page. It is too much information on a single page. Keep it if you want as a summary but create new tab buttons for every section. 3. Pause button during a round while you can review enemy location, place and upgrade buildings. If it is intended to not be able to change your choices after your preparations, then this intention is not clear because you can do all these thing during the run anyways. 4. If a building do not see a covered squared, draw a red X instead of the standard blue box with increased opacity. It is not clear for the first time and even after I learned that I have to check if that blue box means that the building sees it or not. 5. Rework the shaking monsters indicating the dangers of the next round! It feels like they are saying "boooo" for 5 years olds. At least make it skippable with click if you leave it as is, but ideally make a notification system for it which is not targeted for 5 year olds. Bugs: 1. Right click + move while pressing right click shakes the camera. 2. Buildings on your cursor are shaking before you place them down if it is in a corner of something. 3. If I click on a building to place it down, in some cases it automatically places it down for me without me moving it around on the map and placing it down myself on the right place I choose. 4. This game is messing with my audio time to time when it sound like a robot for a few seconds and then it returns to normal. Since it did not happened with Cyberpunk, Witcher 3 and Death Stranding at all, I would say that this is not caused by low specs or a driver bug. 5. The game lags with after it handles above a certain number of monsters at the same time. I do not have a high-end computer but if it plays AAA games with no problem with the right configuration then this much smaller game should not lag at all. It also makes my computer much hotter then a factorio which is not normal. Feels like it is not optimized or it runs with some unnecessary and unreviewed game engine configurations. 6. There are cases when the send the next wave button does not work. Esc and Resume is the workaround for it. 7. There are cases when the necessary tile placement is not displayed and I just can not do anything. Esc and Resume is the workaround for it.
Very fun and I find myself repeatedly coming back to this game to relax.
怎么说呢,玩了280多个小时,电脑配置低的就别玩了,这个在67波的时候就会很卡,而且有个问题,高波次好像是会削减伤害或者说难度呈现几何级增长,有次,前65波我所有建筑叠加伤寒叠加到60%,均能轻松度过,结果在68波后面还是被轻松干了。数据有点不平衡。总的来说还算可以,希望能继续优化,不卡,数据平衡下吧
Tower Dominion is a tower defense game that adds a roguelike system to the usual idea of building defenses and surviving waves. I am protecting my base from alien attacks, but instead of simply placing towers on a fixed map, I can actually shape the battlefield by adding terrain tiles and changing the routes enemies take. That is the part that caught my attention most. I am not just asking which tower should go where. I am also deciding where the enemy is allowed to walk, which makes the layout of my base a big part of the strategy. The terrain system gives me a lot more to think about than I expected. I can create choke points and longer routes, then place defenses where I can get the most value from them. Height and pathing both matter, so a good defensive setup can make a big difference to how a wave plays out. I like this because it makes the battlefield itself feel like part of my arsenal. Sometimes the best move is not putting down another weapon at all. It can be changing the route so the enemies spend more time walking through the defenses I already have. The roguelike progression also works well with the tower defense structure. After waves I get choices of upgrades, rewards, doctrines and other tools that can push my setup in different directions. There are three factions with different styles, along with 30 heroes, so I have plenty of combinations to experiment with. The heroes are not just cosmetic either, since their abilities can influence how I build my defenses. I enjoy this part because a run can start with one plan and then force me to change direction depending on what I am offered. There is a good amount of content here as well. I have four difficulty levels in the original version, an endless Frontier mode and a large collection of buildings, upgrades and unlocks to work through. The Codex also gives me extra information and secrets to uncover as I progress. I like having permanent things to unlock because losing a run does not always feel like I have completely wasted my time. I can come back with new options and try a different setup instead of simply repeating the exact same strategy. The biggest weakness for me is that the amount of systems can make the game feel a little overwhelming at first. There are a lot of things I need to understand, including terrain, towers, heroes, doctrines, upgrades and enemy types, and it takes some time before I can properly see how everything fits together. I also think some runs can feel more dependent on the options I am given than I would like. The roguelike structure is supposed to make me adapt, but there are times when I would rather have had a specific upgrade or building available because it would have fitted my strategy much better. I also think the game could do more to make its presentation memorable. The alien invasion setting works, and the isometric battlefield makes it easy enough for me to understand what is happening, but the main attraction is definitely the strategy rather than the story or characters. That is not a huge problem for me because tower defense does not need a massive narrative, but it means the gameplay has to carry almost the entire experience. Thankfully, the ability to reshape the map gives it enough of its own identity that it does not feel like a completely standard tower defense game. Overall, Tower Dominion is a strong strategy game that takes a familiar tower defense formula and gives me a genuinely useful extra layer through terrain building and roguelike progression. I like shaping enemy routes, choosing between upgrades, experimenting with different heroes and trying to build defenses around whatever each run gives me. The learning curve and occasional reliance on random choices keep it from being perfect, but once I understand the systems there is a lot here to work with. For me, the ability to control the battlefield itself is what makes it worth playing, and the amount of unlockable content gives me plenty of reasons to keep trying different strategies. Rating: 8.3/10
Really nice tower defense game.
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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