
Enemies have no health, push them off instead. Weaponize physics in this physics-sandbox-inspired tower defense game with multiple game modes. Draft a deck, chain towers into living contraptions, grow and shrink every projectile, and launch hordes of robots off the edge.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
About
Tower Lab is an experimental sandbox game about using physics as a weapon to push robots off the map.
There are no damage numbers. Towers push, pull, bounce, grow, shrink, and fling enemies off the map.
Place towers in any open space. Move them freely. Experiment with different setups.
Towers combine and affect each other. Their synergies emerge from physical interactions.
Buy items, refresh the shop, remove cards, and upgrade your setup throughout a roguelite campaign.
Shrink robots to make them easier to push, or risk growing them to gain increased rewards.
Grow projectiles to make them more powerful.
Build and decorate levels, then share them on Steam Workshop. In sandbox mode, you can use everything.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 144 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Amazing game, the physics really make this a novel and fun tower defense game!
fun
Well at first I really like this game. Being able to find out cool new was of using the game towers to destroy robots. I like how in the 100 plus endless they get harder. I enjoy finding game mechanics like the energy cost saver. Buying towers that are 0 and then selling those to get 1 energy and then being able to constantly buy towers for free. Then saving those towers that are free off to the side and selling when the cards I want popped up making a endless maze that the robots never make it to the end. This was the enjoyable part. HOWEVER, I don't like how every 50 levels everything resets and the robots get a little more mass. This is a core mechanic that losses all process, making the game feel like a bore. The 1 - 40 wave feel absolutely boring. And then after 10 more waves it resets again and then repeats the same wave 1 - 40 wave concept. And if you play the way I do I have like 50+ tesla towers and 30+ gravity wells 20+ cannon towers and 20+ pulse towers, 20 ice cannons, split towers, shrink towers and grow towers. Your game states very low specs. I have a AMD Radeon 6800XT, 64 GB memory, AMD Ryzen 7 5800X 8 core processor and with this my game lags out to 1 FPS, to the point I cant play I have made it to 175. When I made it to 175 MY game ended for no reason. The robots never made it to the end and the game stopped, I had 400 health and 500 shield. I am playing again an I am currently at 122 endless and now I have to keep shutting down my game and rebooting. IF this game is maxing out my GPUs processing power and my Ethernet and Memory. Anything beyond wave 100 is impossible. I love the game idea, if you can fix these issues I will continue to play. You have a smart idea and I cant wait for the complete game.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English, French, German, Simplified Chinese, Traditional Chinese, Japanese, Portuguese - Brazil, Russian, Spanish - Latin America, Korean, Polish, Turkish +5 more
Hours played at review time, across 144 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我的中文翻译呢?选中文自动跳成英文,写了有简中结果不给用。改得很快,又可以玩了。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $2.8M | 3.9K | 97% | $16.99 | |
| $485.1K | 684 | 69% | $19.99 | |
| $1.1M | 3.1K | 79% | $14.99 | |
| $356.2K | 555 | 93% | $19.99 | |
| $80.3K | 13 | 23% | $199.99 |
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|---|---|---|---|---|
| $61.3K | 756 | 90% | $3.99 | |
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| $61.3K | 469 | 89% | $6.29 | |
| $61.3K | 119 | 98% | $19.99 | |
| $61.3K | 130 | 61% | $13.99 | |
| $61.3K | 778 | 60% | $4.49 |