
Rogue Realm: Guardian Grids is a medieval fantasy blend of tower defense and roguelike progression. Build defenses on a grid, manage resources, and survive ever-evolving enemies.
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 Sep 6 → 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
"Rogue Realm: Guardian Grids" combines the strategic layout of classic tower defense, the randomized progression of roguelites, and a highly flexible build-crafting system. Facing endless waves of enemies, you must forge your own unique combat system based on the diverse augments and card choices in each run, watching it grow step by step until its ultimate explosive potential is unleashed.
Build defense facilities on the grid map to fend off endless waves of enemies. Strategically manage resources and layouts, create strong synergies between your buildings, and survive wave after wave of attacks.
After leveling up, you can purchase random augments. These power-ups don't just increase your stats; they alter attack patterns, trigger special effects, and shift your entire build strategy, ensuring every run has a unique progression path.
Use resources gained from battles to buy random cards, flexibly adapting your development direction based on your current augments and the battlefield situation. Every purchase is a trade-off, and these choices will ultimately determine how your build takes shape.
As augments accumulate, your initially simple defense line will gradually evolve into a comprehensive combat machine. Attacks, buffs, and trigger effects synergize layer by layer. Watch the build you crafted kick into high gear, drowning swarms of enemies in pure firepower.
Roguelite deckbuilding combined with classic tower defense gameplay
High-freedom augment system and deep build progression
Rich combinations of buildings, cards, and synergistic effects
Experience a completely different randomized growth path in every run
Unique 3D-rendered pixel art style
A complete progression experience from strategic management to late-game explosive power
Support endless mode
20-40+ hours of gameplay
Engagement
Reviews
Themes across 118 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
全成就通关后总评一下这个游戏,前期刚玩的时候还好,玩到后期没有新意,看游戏名以为是肉鸽,玩到通关感觉和肉鸽没啥关系,来来回回就是那些塔和技能,也未见新增的机制,以现在的体量18元左右是个合适图一乐的价格
I just feel like the rogue-lite resource to buy the Relics is way to low. I dont think the game holds up to hours and hours it takes to grind out those resources.
一款很不错的塔防作品,10个小时战役全三星通关,剩下的时间挂了几局无尽,说一下可以加强玩法点, 1.局外遗物内容太少,后续拿到的几千水晶没东西换,如果可以设定一个专门给每种建筑物手动加点洗点的各种属性页面,可以强化某一建筑的特点或联动性 2.战役3星没什么问题,主要是无尽模式怪的成长强,加上16级等级限制,导致一些短途地图一般守到120波以上基本再强的阵容和天赋都会漏怪,这点要是有更多局外成长或增加局内的开放等级上限来获取无限建筑本身属性的天赋牌许会好些 3.希望设置一个更改功能键位的设置选项,每次用鼠标中键看有些不太习惯,这是我个人的情况. 4.就是希望这个作品可以在有条件的情况下增加些可玩的内容,扩大和充实作品内容
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Russian, Japanese, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Korean
Hours played at review time, across 118 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
挺不错的小游戏,塔防加肉鸽,缺点就是遗物有点少,三倍速的时候点技能有点累。 第一次开局直接三星,不出意外地翻车了🤣。
快速刷水晶:先选个困难难度,死在最后一轮,系统结算水晶。 然后继续选择相同关卡,相同难度,系统会提示你回到刚才最后一波,点击确定。 失败,迅速结算水晶。 如此往复,就可以满遗物开局了。 资源比较吃运营能力,建筑卡和肉鸽卡比较看脸, 如果碰上死活不给你风车和油矿的你会非常缺高级资源, 肉鸽牌同理,如果随不到你需要的流派卡,就会事倍功半。
塔有点少,别的还是可以的
这难度有问题吧,还是我太菜了,第二关打了四次没过去,要么没石头要么没水晶,什么玩意,开局俩塔没资源强化,第二回合就漏过去两只怪?这个怪量这弓箭塔真有用?????遗物也就这么一点
难度太高了,自己玩没玩过
A beautiful tower defense game that doesn't try to reinvent what most us love about tower defense. The mechanics aren't new but this game proudly presents a polished, challenging, and fun experience.
游戏整体轻松愉快,使用简单难度刷金币通关可以飞速解锁局外成长,但是你这无限模式限制等级16级是给玩家上难度的吗?除非随机的升级卡牌全是闪电类的特定类型的升级,不然清不了怪。塔有很多种,玩家可以尝试各种的组合,你一限定等级就变成单一选择了,不读挡没法玩还有选择吗?
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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