
We fused deck-building roguelikes and tower defenses in a way never seen before - deploy your towers, collect valuable trinkets and cast powerful spells to defend yourself against the Salkoth!
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Tower Tactics: Liberation fuses deck-building roguelikes and the tower defense genre like never before - deploy your towers, collect valuable trinkets and cast powerful spells to defend yourself against the Salkoth!
Roguelike essence: Every game is different! Make your way through procedurally generated maps, with changing layouts. Choose a riskier or safer path, build a different deck, fight in different environments and obtain different trinkets while keeping the experience always fresh.
Deck creation: Choose your arsenal! Decide from a wide assortment of towers and spells that complement each other to maximize your chances of success.
Valuable relics: Obtain powerful relics that will greatly improve your deck, giving you new possibilities or reinforcing existing interactions. How much will you sacrifice to get them?
Ascend: Will you be able to succeed in the highest ascension? Sounds challenging, but maybe invoking the power of the Shrine will help you?
More than 150 cards to add to your decks!
More than 120 trinkets to find!
More than 30 different offerings to increase your power in the Sanctuary!
More than 60 different combat environments!
More than 30 mysterious events! What will destiny bring you?
18 decks with completely different combat strategies!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Spanish - Latin America, Simplified Chinese, Russian, Polish, Portuguese - Portugal, Portuguese - Brazil, German, French
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I am huge into turret defense games, and this one is probably the weakest I've tried on steam. It's TD but Slay the Spire. It just doesn't work, the rounds are incredibly short, 3 waves and on to the next sucks. If you get a decent synergy early, you are doing the same thing for tens of rounds of a few waves to complete a game. There's very little going on, hardly any stages, it's just the same couple maps again and again. The replay-ability is non-existent for me.
Pretty poorly balanced, repetitive maps, towers and spells aren't very interesting, very slow meta progression, no interesting enemies or bosses, pretty terrible balance (get anything that creates utility tiles and you can just spam towers for free until you steamroll the map). It's just not very good
Tower Defense roguelikes are limited to a select few on Steam and this one is one of the better ones. However, it does scale rapidly in difficulty almost suddenly and I feel like once you start doing Ascensions, it becomes very RNG reliant, which I guess is the point of a roguelike.
Anyone who hasn't done Sector 30 and Ascension 10 with a deck has no vaild review of this game, that rules out pretty much all the 10hr and less reviews. This game is quite nice, there are a bunch of small bugs I have posted that will hopefully get patched up in time, but they haven't stopped me from trying anything. A bunch of different playstyles are possible, you can go all spells (very hard early on), or all towers, or even spells that generate towers, and a lot of more niche styles that I wont spoil. I've personally gone though and been updating the fandom wiki the past week for trinkets mostly as they were mostly out of date or missing. I can easily reccomend this game if youre into tower defense, building strategy as you go by getting new towers, spells and trinkets on your journey through each run.
TT:L is a rouge-lite, deck-based, tower defense game. A given run is played out over three areas as you traverse a node-based system (basically identical to StS). Each node may contain a regular battle (easy enemies over a few rounds), a trinket-yielding elite battle (buffed enemies over a large number of rounds), a forge (spend resources to permanently upgrade stats), a shop (buy trinkets, trim deck, etc.) a rest site (heal or permanently buff one stat), or a horde fight (one long round of swarm of easy enemies). “Boss fights” for each of the three areas are pretty much just like longer elite battles, with the final battle featuring a boss of sorts. Your deck is comprised of your starter cards plus any cards you obtain along the way, both of which are restricted to a card pool defined by the deck you have chosen for a given run. There are four types of cards, towers (which are permanent for a given battle), spells (which are temporary and typically instantaneous), emblems (cards which can’t be played but offer a bonus while they are in your hand), and enchantments (one-time-per-battle cards which grant a passive bonus for the rest of the battle). Battles are conducted over a series of rounds in typical tower defense fashion. Cards are played from your randomly drawn hand using stored “global” mana, which may be used for any card, and “spell” mana, which may only be used on spells or enchantments. A key mechanic of the game is that you gain more mana per turn if you have managed to store a set amount of mana from the previous turn. Meta-progression between runs occurs in two ways. First in the form of global passive bonuses you may select as you play more and more. These are somewhat flexible, but cap out pretty early in your overall playtime. Second, your towers gain attack speed and range as you repeatedly play each unique deck. There are 10 Ascensions within each deck, though realistically you may consider a deck as complete after playing only twice: First at Level 0, and then, after beating Level 0, at Level 10 (after purchasing the intermediate Ascensions as if you had played the game). I considered the game as complete when I finished all decks on Ascension 10. There is an expansion, though I didn’t feel the need to purchase that. Pros: +++ The flexibility in spending your crystals, be it through purchasing cards, trinkets, or direct stat upgrades is broad and satisfying. ++ The dozens of different decks, many with unique trinkets, each play somewhat differently. ++ The tactics introduced by the special bonus tiles is appreciated. ++ Runs are really easy to get into and don’t take too long. ++ Some unlockable decks require certain in-game achievements, which I found enjoyable to strive for. ++ I liked the interplay between the two different mana types and the bonus mana which could be gained by hoarding mana. + The complement of enemies and different maps is minimally sufficient. + The diversity of cards (towers, spells, enchantments) is impressive, though this diversity doesn’t always come across as significant in the gameplay. Cons: -- The pacing of the meta-progression is off. The first set of bonuses is unlocked way too fast and the bonuses within each deck progress way too slowly. - Despite the diversity present in trinkets and unique decks, gameplay may become repetitive. Summary: TT:L is a competent rouge lite, card-based, TD game. I think the merging of these various genres comes off nicely, though not spectacularly. If you have played every TD game out there, then this game probably won’t move the needle for you. There are quite a few negative reviews of this game which contain points that I don’t really disagree with. That said, I found TT:L to be a nice little filler game that is easy to fire up and executes at a level high enough to keep me mildly amused while I am taking a break from weightier pursuits (gaming or otherwise). A sequel is planned, which I plan to purchase after I recharge my batteries on this game (and on sale of course). Overall: 7.0/10
Fun and addictive. There are a ton of new decks to unlock as you level up adding even more variety. At level 25 I have only really explored one deck out of 15-20. It will be a long time before I run out of new things to level up.
cute TD game, good roguelite deckbuilder, wish there was a deck customization mode
It's a very fun tower defense, roguelite. I'm having a blast so far.
It's just not really fun.
+
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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