
Mineral Defense combines tower defense with roguelite elements and procedural generation. Build paths, unlock upgrades, and unleash powerful synergies to conquer evolving challenges in an ever-expanding world.
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): 0.14/day in the week to Aug 20 → 0.29/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
Mineral Defense is a unique blend of tower defense and roguelite gameplay, where the strategic possibilities are endless!
Shape the battlefield by unlocking tiles and crafting the ultimate path. Plan intersections and bottlenecks to funnel enemies in the most efficient way.
Use combinations of towers and abilities to defeat enemies!
There are many damaging and support towers at your disposal.
Slow enemies, reduce their resistance, melt them with acid, then explode them with missiles! That is only one of many ways to strategize the most effective survival. The possibilities depend on you!
Draw cards after rounds to unlock powerful upgrades, activate new structures, and improve your chance of victory.
100+ in game rewards, many more to come!
Use collected research points to unlock new technology. Discover the potential of powerful structures, unleash devastating abilities, invest in risky catalysts, and improve your arsenal with upgrades.
184 unique research entries, more added every week!
Mineral Defense offers save functionality, letting you pick up where you left off with ease. The game will automatically save your progress at the end of every wave!
We understand that not everyone has hours every day to game. Mineral Defense has 4 adjustable game speeds you can use to play the game at the speed that works best for you.
The Mineral Defense Discord server is an active community where you can share your thoughts, give suggestions or report bugs, or just hang out and chill.
Join us via the link in the info tab!
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
6/10 This is a Rogue Tower Defense reskin with some interesting quirks and changes. If you didn't like Rogue TD, you will hate this game. If you love it like I do, this will be your jam. Comparisons from Rogue TD: The Economic Engine is the driving factor of this game, and it starts from Stage 1. Unlike in Rogue, where RNGesus really could make or break your economic engine for the late game, Economic Engine development is very much present at every turn, which changes the difficulty from "How do I survive on a tight budget constraint?" to "Should I push economy over defense this turn?" I feel battling with the decision of economy vs defense expenditure is core to tower defense gameplay, and Mineral Defense does it extremely well. Damage Transparency is more opaque here vs Rogue TD. Rogue TD gave the enemy health in standard bar chunks. A 400hp mob would have 4 blips, a 600hp mob had 6. When health scaled in Rogue TD, each blip would become 150hp and so forth for every mob on the map. Here, the monster health seems scaled to fit the bar hovering above them, regardless of the max hp. That's a poor game development decision because it very much gives the player little to gauge the actual enemy scaling health from round to round. A polar bear in Mineral Defense COULD have 500hp or COULD have 700... who knows? In Rogue TD, you saw the problems in real time when you took curse cards and saw enemy health jump by 15%. Here, because of the scaled health bars, you'd never really see the difference until the enemy is halfway through your killbox. Dead Ending paths. In Rogue TD, paths never dead ended. If you managed to lay out land tiles and would have a boxed in land tile, it would cul-de-sac into a portal that still spawned monsters. Here, in Mineral Defense, it just dead ends and no monsters spawn. Sometimes this feels frustrating because it takes away player agency from managing the land tiles by parceling the twists, turns, and distance of the path. However, in Rogue TD there was always innate danger of a tile randomly being a four-way tile and totally messing with your land parceling. *shrug* I don't know if I like or hate this feature in Mineral TD. Scaling DPS Progression. Damage is very much geometrically scaling from level to level (so far, my gameplay limited here). In Rogue TD it would often be exponential if you "played tall" versus wide. Whereas here, the very loose cap on economy seems more exponential in Mineral Defense while the DPS is only scaling geometrically. I don't know how to feel about this. It is an interesting quirk. This game wants you to play economically wide and build wide, never tall. The level cap on each tower is what's forcing you to build multiple killboxes, but each new killbox is costing more with the potential to be worth nothing if a path just dead-ends three turns down the road. Impossible Bosses. It's not that the bosses are impossible to kill. It's just that some of them are so damned Armor or Shield intensive that you would have to super spend and gear your build just to kill the bosses at the expense of your economy or general defense. That's really poor game design. Instead it's far more economically incentivized to take the hit from the bosses and heal it later. Funky Metaprogression. While both games are very grindy at the beginning, I'm feeling Mineral Defense is much moreso. I don't remember having to restart so much in Rogue TD just to buy out the first set of card upgrades and make it to the endgame of the level. Maybe that's because the two most basic towers in Rogue TD are the core towers, and the game can be won solely with them on lower settings. There's a reason why an achievement for winning with only ballista towers exists in Rogue TD (it's very hard but possible). Here in Mineral Defense, trying to do the same thing with Gatling Turrets will get you killed the moment Armor shows up. I haven't completely opened the tech-tree of the metaprogression in Mineral Defense yet, so I'll reserve some judgment here. Lack of Interesting Mobs. Again I'm going to make the comparison to Rogue TD. In that game: later levels will have enemies that periodically teleport, throw a shield up around allies blocking a damage type to their buddies, start charging when their armor is worn down, spawn bats randomly, become invulnerable for 1.5 seconds, turn into 4 little sprinting dudes upon death, et cetera. Even the bosses did some kind of weird tactical thing after level 5. There's none of that here. The only thing that varies is speed, HP/Armor/Shield amounts, and that's it... No mob in this game has a dynamic tactical quirk that forces your build accordingly. Core Gameplay is More Difficult in Mineral Defense. That's the bottom line here. This is a much more challenging game. I think that's why I like it more. So far... 6/10 Worth buying at full price if you liked Rogue TD. Otherwise wait for a sale.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i love mining miners, i feel so powerful RAAAAAAAAH!!!!
Fun game. Definite clone of Rogue Tower with a scifi skin but I'm not complaining. It's a good formula. Fans of tower defense will enjoy it.
wanna play a tower defense with endless mode? see how far you push it with all the upgrades, only wish there were more research tabs to put your points towards definitely need to expend the research tree, i know there's quite a bit but honestly they could add and include infinite research tabs that get more exceedingly more expensive with each click, range fire rate damage hell they could even do tabs for cutting the cost down over time as you build more it gets more expensive but with that lab it could shave off abit of the costs, I know there's only so much able to be done but they could easily expend the research tree . thats my main complaint other 5 stars easy, good time killer, and time flies by if your not careful lol, get back to towering!
it isn't bad...
Couldn't stop playing it. I am a fan of tower defense games and this is one of the best.
This is basically Rogue Tower, but slightly different. It's a fun little game to fiddle around with and then move on once you've beat it. There are several things the devs could fix to make the game more enjoyable: 1) Make it impossible for the path to split in the first 5 waves. It's absurd how often I get a split on waves 1-5 and while you can still win on the easy planet, on the hard planet you will almost always lose. The early splits also make pushing for higher waves (100+) basically impossible. There's no reason to have 100% RNG based path splits in the first 5 waves, it's just annoying and forces you to restart a lot. 2) Standardize the starting minerals. There's a small chance you basically fill the entire first tile with minerals which is a huge advantage because not only can you claim a bunch of them for early cash, but then you get 2, 3, and even 4 agency bonus on your miners which massively propels your early game economy. The only thing that sucks is you have to restart 10+ times to get this and it's an un-fun, stupid mechanic that I have to sit there clicking restart for 15 minutes to get a good starting tile when you could just make the starting tile the same every time. 3) More tower depth. There are a few towers that buff other towers. Oil buffs Flamethrowers, Ice buffs Cannons, the Volt Tower buffs all damage on its target, but these buffs are small and generally not worth going for (I get a few Volt Towers, but they're so expensive in both cost and energy upkeep that beyond a few they aren't worth it at all). The Oil tower itself is useless so you're better off buying other towers and building more Flamethrowers if you need them. The Cannon tower is useless after the early waves so there's no point in building the Ice Tower because it only buffs the Cannon. The Volt Towers buff is fine, but the tower itself sucks. This tower synergy mechanic should be rethought with better synergies between better towers. For example, the Ice Tower applies brittle which only buffs the damage of heavy kinetic towers which is literally only the Cannon tower. Why isn't the Sniper Tower a heavy kinetic tower? Why is the Rail Gun tower an energy tower? Rail Guns shoot blocks of metal which would be heavy kinetic damage. There are several corrosive towers, but nothing that interact with corrosion. 4) More upgrade depth. Why is every upgrade increase range, fire rate, or damage? Why is there nothing unique about any of the upgrades? Why is there not at least an AOE increase for the Missile Towers? Why no crit multiplier upgrade for the Snipers? Why no increase damage for every second the Laser Tower is shooting the same target? 5) Rebalance XP. Why does the hard planet give XP at the same rate as the easy planet? There's no reason to play the hard planet until after you've grinded out XP on the easy planet for all your upgrades. Why are the upgrades so insanely expensive? It takes hours and hours to get started, but as soon as you have enough stuff to effectively get to wave 100 on the easy planet you can get 100x faster research points and then unlock everything all at once and dump a bunch of points into the endless upgrades.
Muy buen tower defense, con buena rejugabilidad y adictivo si te gusta este genero. El unico punto negativo es que no seria visualmente muy vistoso.
Got my Key from Alphathetitan/ttv, and have lost time to this amazingly addictive game, nice graphics, and a great development tree to try and get better each time.
Затягивает. Интересно как будет развиваться
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $14.7K | 35 | 69% | $12.99 | |
| $531 | 4 | 75% | $4.99 | |
| — | 0 | — | — | |
| $137.4K | 457 | 90% | $14.99 | |
| $35K | 268 | 65% | $5.99 | |
| $15.9K | 53 | 81% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $105.5K | 300 | 78% | $11.99 | |
| $105.4K | 412 | 77% | $14.99 | |
| $105.5K | 1K | 25% | $3.19 | |
| $105.5K | 395 | 56% | $14.99 | |
| $105.5K | 1.1K | 87% | $3.99 | |
| $105.4K | 2.5K | 97% | $2.99 |