
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
Long awaited
I like TDs usually but this deck building mashed with single card upgrades doesn't feel right. I think this game would do so much better if it didnt have the deck aspect to it. There might be a sweet spot for it but it missed the mark for me. This game is more like a roguelike deck builder than a TD game.
When I first saw it it would be more like tech demo or basic idea but it's actually a full fleshed out 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 140 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
cool concept
FANTASTIC game, get this, immediately gifted to half a dozen of my best mates. The wife gets a giggle out of it too, a lot of fun
I have followed this game in development for over a year. Now that its finally here I can say that I'm absolutely in love with it. This is most certainly is a game for a certain kind of person and not for everyone. I cant wait to see how this game develops further in early access.
Satisfatório
Physics as a base for a Tower Defense game does not work when the towers cannot defend. I felt like I had no agency in this game, none of my towers felt responsive. Everything does knockback, and whether that explosion is in the right direction or it launches the enemy straight into the base is up to chance. Even for the times you can aim your knockback in a specific direction- all the towers fire simultaneously in long 5+ second intervals. There will just be times where whatever you set up may as well not be there. It would be up to skill if everything wasn't locked into ginormous grids where everything can only face in four different directions and only has a rage of The Tile Directly Infront Of It. You will end up doing anything to feel like you are in control, but you are given so little resources to HAVE said control that either you will win or lose and its not up to you to decide that; It's the game's choice to make. The best tower in the game is a singularity that can instantly kill all enemies around it by crushing them, negating the whole physics-based gameplay system this game wants to have. The singularity last so long it has basically zero downtime. It goes against everything the game wants to emphasize for gameplay, minus the fact that you can push the singularity round, but there is no reason to not just put 100 of them around the map and call it a day. I wanted to make a singularity with a fan behind it to push the enemies away, off the map so they would fall and die, but the cooldowns between it working were so long it made me instantly lose the game. The fastest things can really get is an average 10-20% cooldown reduction, but when the base fire rate is once every 5, 10, or 15 seconds that just isn't enough. Enemies will be long past whatever plan you had by the time anything times up properly. I really tried to make this game work, but it didn't. I imagine in a few years and with some total overhauls of the balance and basis that the game is going for it COULD be something, but right now it comes off as just a proof of concept.
在有中文翻译和没有中文翻译之间选择了假装自己有中文翻译 -------------------------------------------------------------------------- 神了。 看见开发者回复了,说是有bug更新了,我退完款又重新购买下载回来看,结果还不如不修复。 现在选中文不仅不会修改语言,还会让游戏闪退,我也没找到日志输出在哪所以不清楚具体报错。 不过我觉得还是宽容一点,毕竟是小团队,决定再等等后续吧,反正繁体和英语也看得懂。 但有简中是态度问题,希望快点解决。
물리엔진이 적용된 타워디펜스 굉장히 신선해서 재밌다
Selling now
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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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