
Ride giant turtles and aim your weapons at hordes of enemies chasing you while you gather as many resources as you can. Pick your upgrades carefully and create strong builds to survive the long road to the Outpost!
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Aug 30 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About



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Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
At first glance it looks like a fun archer defense with roguelike upgrades, but once you get those upgrades you realize it's all garbage. It's just a big let down. Sparks that kill on hit? Misses like 90% of the time because they are like 3 pixels. I've literally seen them weave in between enemies. Hawk that dive bombs enemies? 100% miss rate. Arrow that calls down lightning? 50/50, depends on how fast they are. Stack an element and unlock the super for it? I got the lightning and you have no control where it hits. Does it hit the large group or miss entirely? Mostly misses. Getting upgrades just isn't satisfying, even on the meta upgrades that carry on between runs. Half is expensive stuff that give 2% increases with a max level of 5, the other half is general game unlocks. Looking back at the store page video I guess it's not surprising. All the combat scenes has the turtle being swamped with enemies. Half the game is also collecting resources. Sometimes it's a tiny squirrel, a bird, or a one pixel whatever. Sometimes the click won't register and you have to switch back and forth between modes.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Portuguese - Portugal, Spanish - Latin America
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
слишком простая, однотонная, скучная. Играбельный билд один. Спелы бесполезные! Оружие быстрое только норм играет. Скука
[b][h1]Turtle Riders[/h1][/b]I bought this game on a whim after watching a YouTube video on it, In concept it's a really neat idea, a moving tower defence game with micro-management. But the dev cared too much about making the game difficult rather than making it fun or balanced. It's ridiculously overtuned to where most upgrades become useless and you are forced into one working build. [b][h2]Gameplay[/h2][/b]You are a walking tower where you can switch between combat and resource gathering, your tower shoots on it's own but switching is useful to hit specific enemies, you micro-manage collecting resources to upgrade your turtle through 3 zones each with their own mini-boss, between rounds you can upgrade and play mini-games to regain health, gain meta-currency and gain extra exp. There are a handful of weapons and turtles to unlock but ultimately not a lot was added after launch. The upgrade tree for the turtle is pretty cool with different paths that allow for different bonuses, but it's the exact same every run, it would've been so much more interesting if each turtle had a unique upgrade tree. The 1st zone is piss easy, contrasted by the 2nd zone absolutely kicking your ass, it's a constant battle of attrition, drained to low HP with few ways to heal fast, the 3rd zone is the exact same but with even stronger enemies. There seems to be this feature where one enemy is chosen per zone to have a mega-buffed spawn-rate which leads to this horrible RNG of having a wave of the most annoying enemy bombard you all at once, dooming the run. RNG is prevalent in too many aspects of the game: [list] [*]Getting this mega-buffed enemy [*]Getting unlucky with upgrades [*]You can get forced negative upgrades from chests [*]The amount of resources you get is random [*]Your shots missing enemies [*]Your damn abilities activating at the wrong time and missing [/list] Not all of these are terrible in isolation, but when it's all of these, every run, every time, it is not fun. Given that you are swarmed with enemies regularly you need to be able to keep up with them so they don't get out of control, this makes slow-firing weapons unbalanced, the crossbow took me maybe 15 attempts to win a run, taking all attack-speed upgrades every time, I only ending up winning because I went for a build that just absolutely spams the enemy with abilities, with essentially no help from the crossbow. The weapons are all just the same thing but with different stats, meaning some are inherently worse, there are only 3 weapons with actual unique traits. The meta-upgrades and meta-currency are not thought out well, the upgrades range from less than useless to... useless, each level giving a 2 % stat bonus that does nothing, it doesn't help that this is a global currency, so you need it to unlock new weapons/turtles, it's used for rerolling in runs and to buy heals at shops, if you want to win a run with the worst weapons you are forced to spend 90% of your meta-currency during the run itself, leaving little to actually upgrade with, a meta-upgrade that adds free rerolls would solve this. Very frequent Bugs that need to be fixed: [list] [*]Upgraded apples fall through the floor when picked up together [*]Tabbing out of the game at the wrong time can cause all menu's to be bricked, including shop and pause menu. [*]During the fishing mini-game and through menu popups you are able to click continue which pushes you into the next area before you are done with the shops. [*]Purchasing new weapons and turtles resets your meta-currency to 0 despite having a defined cost. [/list] [b][h2]Achievements (29/29)[/h2][/b]Winning with every weapon/turtle is ridiculous because of how overtuned the game is, you practically can only run 1 build for for most weapons as some are wildly unbalanced, you will be left to grind the remaining few meta-upgrades for the final achievement. [b][h2]Settings/Accessibility/Misc[/h2][/b]Endless Leaderboards available. 11 languages supported. Keyboard, mouse and gamepad support. [b][h2]TL;DR[/h2][/b]Extremely frustrating, unbalanced and overtuned moving tower defence game. Great concept, terrible execution. Too much RNG. Weak meta-progression. Lots of bugs. Difficult/Grindy achievements. [quote][url=https://store.steampowered.com/curator/39729435-JHG-Reviews/?appid=2218750]Check out my Curator page[/url][/quote]
Fun, but short game. once everything is unlocked or you beat the game once. there's not much variation anymore. Endless waves is all that's left and that gets boring fast
My friend gifted me this game because it has Turtle in the title, like my username. I like this game. It's addictive and I can enjoy it in small portions of one or two hours, so it won't consume the whole day. I feel challenged, but not overwhelmed.
many yes, turtles together strong
It's alright. I wish you could customise the look of your little dudes. Mostly because I want to make them green so that they look like goblins. Goblins are cool.
Gameplay is good, turtle is cute, you can pet the cat.
fun
Solid tower defense roguerlike with just enough creepy atmosphere to add some spice on top of 'just one more round' gmaeplay. Simple, but fun and effective.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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