
Otherwar is a surprising mash-up of Tower Defense and Bullet Hell games. Build and manage fortifications to defend the Gate of Heaven against the Hordes of Hell, while soaring over the battlefields as the defender Angel, and meet the monsters in direct combat!
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 Sep 9 → 0/day in the week after.
About



Genres
Sums Steam only; GOG, PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.09−65% | 123reviews | 68% | — | $6.3K |
| $2.09−65% | 15ratings | 62% | — | not modelled | |
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Bardzo fajna gra.
we need chinese. 没有中文自行配合机翻可玩,有宝藏游戏潜力,加油。 202401,steam,steam掉卡抵扣,它处自定义包入的本体约6元。爱人如己,目前就这,看以后追评。
Voto: 6.9/10 Otherwar è un indie che unisce Tower Defense e Bullet Hell in modo piuttosto originale. Oltre a costruire torri bisogna controllare direttamente il protagonista, schivare i proiettili, utilizzare abilità e supportare la difesa della base. Questa combinazione rende il gameplay più dinamico rispetto ai classici Tower Defense. La Pixel Art è ben realizzata, la varietà di torri, abilità e nemici è soddisfacente e la progressione del personaggio offre qualche stimolo in più durante la campagna. Con il passare delle ore, però, emergono anche i limiti del gioco. La difficoltà cresce rapidamente e, nelle fasi avanzate, tra nemici, effetti visivi e proiettili lo schermo diventa piuttosto caotico. Inoltre alcune strategie risultano decisamente più efficaci di altre, riducendo la varietà tattica. La campagna è abbastanza breve e diverse ondate finiscono per risultare ripetitive. Anche la progressione verso gli upgrade migliori richiede parecchio farming. Nel complesso è un buon indie, soprattutto per chi cerca una variante originale del genere Tower Defense. Personalmente, però, dopo alcune ore ho perso la voglia di continuare e non credo che lo rigiocherò.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Polish, French, Italian, Portuguese - Brazil
| $1.19−80% |
| 12ratings |
| 72% |
| — |
| not modelled |
| $5.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ciekawy pomysł i dobry pixel arcik :)
Otherwar, obra de Kantal Collective, es una ingeniosa mezcla de géneros que sitúa al jugador en el papel de un ángel defensor, encargado de proteger la puerta del cielo. Este título combina de forma acertada la planificación estratégica de un juego de tower defense con la intensa acción de un bullet hell, ofreciendo una experiencia única y desafiante. https://www.youtube.com/watch?v=HB3IdeEPZeA Mecánicas de juego y progresión El núcleo de Otherwar reside en su equilibrada mecánica de juego. Cada fase requiere una planificación cuidadosa, ya que el jugador debe seleccionar cinco tipos de torres de antemano y colocarlas en zonas predeterminadas. Los recursos son limitados, lo que obliga a tomar decisiones estratégicas en cada compra y mejora. El personaje principal, por su parte, dispara de forma autónoma, pero su supervivencia está directamente ligada a la base: cada golpe mortal que recibe se traduce en la pérdida de un corazón de la puerta celestial. Esta mecánica añade una tensión constante y hace que cada movimiento cuente. Además de la gestión de torres, el juego exige reflejos rápidos. Los enemigos atacan con una gran variedad de patrones de disparo, desde proyectiles giratorios hasta explosiones y ataques acumulativos. Para sobrevivir, el jugador debe estar en constante movimiento. La campaña se extiende a lo largo de nueve niveles divididos en tres biomas, con tres niveles de dificultad para cada uno. El sistema de progresión de Otherwar es muy satisfactorio. Al completar niveles y desafíos secundarios (como mejorar torres al máximo o derrotar jefes en un tiempo específico), se gana experiencia. Esta experiencia se puede invertir en mejoras permanentes para el ángel, como mayor velocidad, daño o la posibilidad de disparos adicionales. Las habilidades activas también añaden una capa extra de estrategia, permitiendo al jugador adaptarse a diferentes situaciones. Fortalezas y puntos de mejora Lo que funciona Equilibrio estratégico: La escasez de torres y recursos ilimitados premia la planificación y la previsión, haciendo que cada decisión tenga un impacto real en el resultado de la partida. Desafío constante: El elemento bullet hell asegura que el jugador nunca se sienta seguro, obligándolo a esquivar proyectiles incluso cuando las torres están haciendo su trabajo. Progresión clara: La sensación de avance es muy gratificante. A medida que se desbloquean nuevas torres y se mejoran las habilidades del ángel, se siente una progresión tangible que motiva a seguir jugando. Áreas de mejora Ritmo pausado: El ritmo del juego es deliberadamente lento, lo que puede resultar frustrante para quienes busquen acción inmediata. Sin embargo, esta lentitud está pensada para favorecer la precisión táctica. Contenido limitado: Con solo nueve niveles, el contenido puede resultar escaso a largo plazo. La rejugabilidad se basa en la repetición de fases para desbloquear mejoras y completar desafíos, más que en la variedad de escenarios. Falta de indicadores: A veces es difícil saber cuándo se puede adelantar una oleada de enemigos o cuándo ha aparecido un objeto útil. Una mejor señalización visual y auditiva podría mejorar notablemente la experiencia. Problemas con el mando: Aunque no es la forma ideal de jugarlo, la versión con mando presenta ciertos fallos de rendimiento, lo que hace que el control con teclado y ratón sea mucho más fluido y recomendable. Conclusión En resumen, Otherwar es un juego que, a pesar de no ser el más pulido o variado del género, compensa sus carencias con un enfoque híbrido muy interesante. Exige tanto estrategia como reflejos, y recompensa la dedicación con una progresión real y nuevas habilidades. Si disfrutas de los bullet hell o de la defensa de caminos estratégicos, este título ofrece una propuesta intrigante que, si superas su ritmo lento inicial, podría llegar a ser muy adictiva.
This is not my type of game... o man... if you like demanding game from the very first level and "challenge" is your not second but first name - that's your game to play. music is very good mood setting, tense, feels important not because music in game is important but "teels" player is doing important stuff do not get deceived by simple graphics, this is one of those games where it really is not that important I like design a lot, I call it "hard pixel art" where everything is well presented withoud sugar coating just it will look better. This game does not need that, it fits to the game setting, topic, story, player role as "angel at hard work". I see those "gate hearts" as "my hearts" as a nice twist, where protecting the final place ( as usual in such games ) becomes my "personal". Not my type of game as I said but it is a solid, well made one. No return, no regrets. Cool game !
Jogo muito bem feito. Um pequeno grande jogo guardado para as noites de insónia!
Interesting combo of tower defence and bullet hell
The game is way too slow. It just doesn't feel fun. Your turrets deal little enough damage you're basically expected to spam them, and too low damage to try not attacking as the player's character, which also has an embarassingly weak weapon. I'm not sure what's the point of that player attack. Sure, I can just hold m1 forever and deal lots of damage accumulated over time, but it bores me to death. The enemies then have to move so extremely slowly to let the low-dmg attacks actually deal with them. The game has the double speed button, but it's not enough, and at even higher speeds it would be pretty annoying to do the manual attacking/dodging thing you're supposed to do all the time. There seems to be some kind of meta-progression turret leveling, but they only seem to have 0 upgrades each. About the only thing that changes is their stats. At some waves you will get some roguelike-style but stat-only (which is the worst kind) blessings, that don't even give you that much. There is some character metaprogression, but it almost doesn't add any more damage, meaning the whole game is going to be this tedious. There is one damage upgrade at the very end of the left side of the tree, and double and triple shot at the right side of the tree.(but double/triple shot are extremely expensive) From the positives: there are the foundations to make it a 5/10 game, even 6-7/10 if the dev adds a few things, but none of those foundations is used well. This doesn't really feel like a game to me. This game really feels like the proof of concept version of it, that still has to have it's proof of concept turrets, enemies, stats, progression, skills, etc. replaced by the actually designed counterparts to them.
Slow, boring, unbalanced. Doesn't do either tower defense or bullet hell well. Neat concept. Just stumbles on itself everywhere.
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 |
|---|---|---|---|---|
| — | 15 | 62% | $2.09 | |
| — | 0 | — | — | |
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| $12.6K | 42 | 98% | $9.99 | |
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| $6.3K | 50 | 96% | $4.99 |