
Build and design the terrain while defending your stronghold against alien invasion in this unique Roguelike tower defense. Choose from 30 heroes, survive enemy waves, and upgrade a variety of destructive towers to hold the line!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 3.57/day in the week to Sep 11 → 4.67/day in the week after.
About
Your empire faces relentless invasions from the savage Artronids, threatening its very existence. As Commander, you are the last line of defense against the deadly enemy onslaught. In this endlessly replayable experience, every battle presents fresh challenges with unpredictable outcomes.
Take control of the battlefield by shaping the very ground your enemies march on. Expand and modify terrain tiles to create choke points, forcing enemies into lethal artillery fire or luring them into carefully laid traps. Height and pathing are your greatest weapons—use them wisely to dictate the flow of battle and secure victory.

Each faction brings its own arsenal to the battlefield, featuring unique biomes, towers, and strategies. Their distinct playstyles shape how you build defenses, deploy units, and control the fight. With 10 unique heroes per faction, each possessing their own strengths and abilities, there are always new tactics to discover and strategies to master.

War is unpredictable, but true Commanders adapt. After each wave, select from a set of upgrades and rewards to reinforce your strategy. Assess enemy strengths and weaknesses, adjusting your defenses to counter their advance. No two battles end the same way, as each new tile placement forces you to plan one step ahead.

There's a wide variety of content to unlock as you progress through the game. Heroes are earned through achievements, building upgrades are discovered, and the Codex is packed with secrets to uncover. With four difficulty levels, an endless 'Frontier Mode', and every playthrough offering new challenges, Tower Dominion provides a highly replayable experience.
Survival depends on constant innovation and adaptation. Every alien wave is a unique combination of Artronids that will test your ability to adapt. Are you ready to employ innovative tactics, build impregnable defenses and hold the line? Commander, your troops await your orders!
Sums Steam only; 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 | $10.49−40% | 5.6Kreviews | 86% | — | $2.8M |
| $17.49 | 32ratings | 90% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 439 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Another cute little game that I almost disliked and uninstalled after just 20 min. I thought it was nearly unplayable with an incredibly low starting budget, weak towers, and so many enemies entering my base right at the beginning of wave one. :/ But giving it one more try helped me understand its mechanics better, as well as a few other basic things ([spoiler]like it's not all towers that shoot in every direction. lol![/spoiler]). And from that point-on, the game not only became playable, but quite interesting to play as well. The maps are randomly generated each time, with nearly unlimited freedom of placement. And there are no 'permanent' upgrades carrying over into the next game, which altogether makes it genuinely 'roguelike'. Instead you unlock "blueprints" (i.e cards) from which to chose from, that will randomly appear after each wave allowing you to expand the types and/or amounts of towers available as the game progresses. Only more time in it will tell, but I really like this cute little game now. And I think it can be a blast, or at least a perfect little pastime, for any TD fans out there!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 3/day in the week to Jul 30 → 23.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Spanish - Spain, Polish
| $17.49 |
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| 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 441 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
LAG LAG LAG. Don't get me wrong, this is a great TD game initially. Then just as things get interesting around lvl 70 the LAG sets in, and just gets worse until you cant place a building without quitting and restarting the game. This has to be done at every lvl at a certain point, and the lag is so bad that a single lvl takes hours frame by frame, even at the lowest frame rate and resolution. It seems like the Devs have done little to address this issue, which is a shame as it could be among the best TD games.
nice
I like the game, but the RNG is insane on harder difficulties. 7/10 times the placement of the terrain will screw you over, rerolling costs a currency you only get through certain buildings... That is also decided via RNG.
Had fun with this game for the first few hours as i learned how to play on the easier levels. Got really frustrated when i tried to beat the harder levels due to enemies, towers, perks, terrain all being tied to RNG and random enemy quantity spikes that you can't see coming and cannot prepare for. Here are a few scenarios that i have gone through, hope it helps someone get a better idea for what the game has in store: 1) Enemy selection is based on RNG and every few waves a new set of enemies is added to the waves. Get shielded enemies for my entire run. Spec my towers to take down shields, use all the best available tower locations to get the best shield break effect. On the last new enemy selection phase, game gives me camouflaged enemies that are invisible to all towers except for ones that have the specific skill needed to see the camo enemies. I did not select many towers that can see camo for my run as they were not needed and i opted for more useful towers to the enemies i was fighting. The tower selection RNG gives me very few towers that can see camo on the next few turns, I place down what i can. On the final wave, defend against all enemies except for the camo ones that make it through since I don't have enough damage for all of them and they take down my base ending my run in defeat. 2) Tower selection is also based on RNG and the game can just not give you any towers during the early phase or give you late game towers that you cannot afford. Either way, the enemy quantity increases while my ability to fight them off does not. During an endless mode run, I made it to wave 66 and the game just stopped giving me towers to place down during the RNG tower and perk selection phase, it just kept giving me perks while the enemy quantity kept increasing. No way to redo tower upgrades or reposition them for better effect/ lane coverage. Ended up losing the run since i had nothing to place down and got overrun. 3) Worst of all is that the game will spike the quantity of enemies being spawned at certain waves. This is the games way of increasing difficulty as the waves go on, but the quantity change is so dramatic that it will overrun you without any warning. One wave you are holding just fine, the next, you are losing the run because the increased enemy quantity flooded paths that were unused by previous enemy waves and thus were not well defended. During one of my runs, i ended up with 2 fronts, one that kept drowning in enemies and one that barely spawned any, like a 20 to 1 ratio. For the entire run, 3-4 towers comfortably held all enemies back on the easy front with the bad one was just barely hanging on. The signal the game is giving me is that one side needs more towers while the other one is fine as is and i do just that, i spend my resources on the bad side. The enemy quantity spike happens and the good side gets overrun out of no where and i lose the run. I don't think i should be planning my defense around my meta knowledge of how the game is going to spike the enemy quantity soon so I should add defenses on a side that doesn't need any, but on the enemy quantity and paths they take on previous waves. These scenarios happened multiple times across many runs. The economy being RNG as well meant that i didn't always have the money to bolster defenses on all sides. I am not an experienced TD player but I spent more time being frustrated at the game than enjoying it as i felt like i was losing due to reasons out of my control. I was doing great on my runs until the RNG decided I was going to lose :(
Whether you enjoy or despise this game is entirely dependent on RNG. As in, nearly everything is randomized (what resources you get, what buildings you can places, what path tiles you are given, etc), BUT, not in a way that is minimally balanced. You can die to flier swarms on round 3 without anything to avail you. Strong pass.
I usually hate Tower Defense games, but this one has a lot of layers and each run is different. I wished there was more than 3 biomes, but it is a very fair game with lots to unlock and strategies to explore.
I loved this game until a recent update, they said they were rebalancing but the game difficulty skyrocketed in a way that kills the fun. There's a good game here, I enjoyed my time, but it's just painfully difficult now so I'm gonna nope out. If you like extreme challenges this is for you, if you're looking for something more chill I'd steer clear.
Просто лучшее, что можно было придумать в жанре башенок. Сочетание выбранного класса с рандомом получаемых башен, доходов, усилений, территорий и врагов для бесконечной реиграбельности. Глубокая стратегия построения уровня, сопряженная постоянной борьбой логики намерений с логикой обстоятельств. Роскошный баланс сложности, когда постепенно или сразу, но начинаешь играть фронтир-19 и страдать, но азарт ощущения близкой победы побуждает пробовать снова и снова. Все это технически безупречно работает, имеет выдержанный стиль с подкупающим вниманием к мелочам и занятный саундтрек. Сюда бы еще кооп или даже компетитив, но нельзя же так сходу мегахит делать. Подождем развития, мотивируя разрабов заслуженным вниманием и к тому что есть.
Really fun tower defence game. Enough variety to make it interesting. Would definitely buy if more maps or factions became available
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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