
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 140 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Do not buy this game! the store page might look good but this game failed to execute on pretty much every level. Beat everything the first try, the game offers no actual difficulty. The entire idea of adding mass to robots really doesn't do anything other than get you more points to buy stuff, which by lvl 20 in endless mode you will not even have any need for anymore because you have maxed out buying your core upgrades and wont be able to buy any more making adding mass completely pointless. 90% of the cards you get in game are useless and do not perform well at all making the bomb tower which you start the game with the most viable tower in the game. I can see what the Developer was trying to do with the game and I love the Ratchet and Clank art style, but this game failed so hard on pretty much every level for me. I got to wave 41 on endless and my computer can't even play that wave without crashing so i guess ill never 100% the achievements. If the game would stop crashing I think I could just go forever because this game offers no real challenges. I don't like writing bad reviews, but for this game I had to.
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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 140 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Good Idea, terrible game. Yes ists all about physics but this doesnt make it feel right. Its very chaotic and doesnt a good job.
This game is dumb fun and I love it. Call me easy to amuse, but seeing a bunch of robots get blasted off of a platform is super entertaining. Great stuff.
Amazing tower defense with potential to be one of the best in the genre with a few updates and a bit of polish. Some things that would be nice: A better way of keeping stray robots from getting launched into the exit More polished ai for the friendly flying robots (and maybe custom model?) Little indicators to show if something was grown or shrunk More enemy variety (enemies that can fly for short distances would be pretty cool) End-of-round card showing how much mass and tech points you gained and health and shield gains/loss Overall, VERY good game for early access :)
タワーディフェンスゲームにおいては敵を直接倒すよりも場外に落として処理する方にそそられる性質なので それに特化していると謳っている本作には割と期待していたんですが、思ってたのと違いました ボムで吹っ飛ばした敵が思いがけず大幅に順路をショートカットしてしまい、慌ててマウス操作で掴んで捨てるとか そういう事がやりたかったんじゃないんだよな~ 他にも敵がボムで吹っ飛んだついでにその先に置いてある装置までトリガーしていってしまうのか、ボムを逃れて歩いてきた敵が通りかかっても装置が動いてくれないパターンも目につきました そんなにやってないので恐縮ですが、そもそも初期装備のうち「ボム」以外の「扇風機」と「地雷」の吹っ飛ばし力が貧弱すぎて 時間を稼いでボムで吹っ飛ばして誤ってゴールしそうになった奴を掴んで落とす、に終始する大味なバランスに感じました ボムに扇風機を当てると風に乗って飛んでいくみたいな物理演算を活用したギミックもあるんですがあんまり価値を感じなかったというか、むしろボムが風に乗って飛んでいくのは迷惑でした
Love a physics based game that lets me throw 1000 enemies into the abyss.
A unique take on the tower defence genre, both in the physics-based defence and in the roguelite gameplay. I was a bit skeptical about it being roguelite at first, but it ended up being a breath of fresh air from the more grindy gameplay of traditional tower defence game. Comparing to BTD6, it essentially compresses the longer grind of unlocking tower upgrades. This is fine as most of the upgrades are basic stat enhancements, so it makes it a lot more fun to get in to at the start. The towers+cards mesh well both with each other and with the map, and the towers themselves are unique and provide their own strengths. Also lots of gamemodes which is nice to see on an EA release.
It's cute. Good variety of upgrades. Some things require a bit of figuring out. Looking forward to more content
The core idea of a physics-based tower defense roguelike is fantastic, and it’s what originally drew me to this game. However, physics interactions should ideally introduce deterministic, puzzle-like depth. Instead, this game overlays physics with infuriating layers of RNG. In my opinion the RNG issues break down into three main problems: 1. Card Draw RNG: On harder stages, bad draws ruin runs before they begin. Starting a tough level without a single knockback or control card in hand leaves you completely helpless. 2. Inconsistent Projectile Aim: Mechanics like bounce pads sound fun on paper, but towers shoot with random spread and imprecise angles. Instead of letting you calculate bounces to solve spatial puzzles, projectiles fly everywhere chaotically, turning defense into luck. 3. Unpredictable Knockback Vectors: Explosions are chaotic and Enemie trajectories unpredictable. It’s absurdly common for an explosion or strong push to randomly launch an enemy straight into your exit gate, ruining a flawless run through no fault of your own. (which is especially punishing when using cards that reward zero-leak strategies) Other titles like Sir, We Have An Orc Problem demonstrate how physics in defense games should work: challenging, yet predictable. Furthermore, poor balance completely kills the roguelike loop. Instead of encouraging diverse, creative builds, the optimal (but not fun) strategy usually devolves into selling off bad cards to rely entirely on one or two overpowered towers. The roguelike design adds zero replayability here, it just makes the game frustrating. After 3h I played through everything this game has to offer. I thoroughly regret this purchase and would refund it if I still could.
fun 10/9 (bonus point because it barely has pc requirements beyond having steam, and having an OS)
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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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