
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 450 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Tower Dominion should really be called Tile Dominion. Roughly 50–75% of the outcome is determined by your tiles, while the towers themselves feel like maybe 25% of the equation. In other words, the towers are almost a peripheral mechanic. The game is less about actually playing a match than about restarting it until RNG gives you the right tiles. Bad tile layout? Restart. Get the right one, and even the hardest levels can become surprisingly easy with mediocre towers placed on low ground. Player agency is extremely low. In many situations, placing towers almost randomly works nearly as well as carefully trying to optimize their positions. The game gives you the appearance of strategy without making those strategic decisions matter nearly enough. This also makes the difficulty settings feel largely irrelevant. A supposedly difficult level can become trivial with a favorable tile layout, while a much easier one can feel frustrating simply because you rolled badly. Losing rarely teaches you anything meaningful about your strategy—it usually just means you got the wrong tiles. And the opposite relationship doesn't hold: great towers and careful placement cannot reliably compensate for a terrible tile setup. It's a genuinely good concept that unfortunately collapses under its own balance. A game called Tower Dominion shouldn't feel like 25% towers, 75% tiles, and a large part of the gameplay being deciding when to restart. The developers could fix this surprisingly easily. Let the player choose from, say, 16 different tiles each time instead of relying so heavily on random rolls. That would create real synergy between towers, buffs, and tile placement, and make success feel like something the player actually builds through strategy. Right now, success too often feels like something the game simply rolls for you.
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 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 |
| — |
| — |
| — |
| 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 452 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The perfect tower defense roguelike. Enough variety in the towers, upgrades, etc. to keep things fresh for a long time. Great take on the gameplay loop.
游戏深度不够,打了几把就感觉无聊了,打高难度还需要ROLL开局,三个阵营大同小异,如果多点局外成长减小一下难度再多点塔的强化变种就好了,总之不值这个价。
All it's missing is perma upgrades to your base stats that each run contributes towards through some sort of progression system, but otherwise, its perfect. Just the TD Rougelike I've been looking for. Balance of power and challenge has been real fun!
There is currently a total of 72 different buildings! The absolute best tower defence I have ever played.
OK.
Fun game for inbetween. Lot of content but dont think its a hard in-depth game. Its not but its not a negative point. Its easy to pick up for when you have not much time and when you are bored.
great tower defense game , i can see myself playing this a lot. I couldnt stop playing the first day i got it lol
Good for you don't know what to play. Always a gamble of luck to enjoy.
One of the best TD games I've ever played.
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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