
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 → 4.14/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 446 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Addictive, easy to learn and really fun game!
Прикольная игра. Для любителей жанра Tower Defense и внутриигровых челленджей самое то. Оценка: 8.5/10
I don't have it in my heart to give a negative review to a game that let me play the full version for free for a few days and that I pretty happily plowed 7 straight hours into on the day I downloaded it. Tower Dominion is doing some really neat things and making some really solid choices. - Some tower attack ranges are quite interesting, some are the expected "circle radius around them, possibly with a minimum range" but many have some combination of blind spots behind them or have weapons with independent cooldowns on multiple axes, or EXTREME minimum ranges where you need to set them multiple map tiles from where you want to aim them. - Enemies that destroy themselves on your HQ or walls grant (AFAIK) supply as if they'd been killed, which means you don't have a death loop of "I didn't kill enemies and I took damage => because I didn't kill every enemy I have less resources => I fall further behind next round and it gets worse" which I feel I've seen elsewhere. - "Pick the best choice of 2 things from 3 choices" is a much more interesting choice to me than "pick the best 1 thing from these 3 choices" That said I for a game that seems to expect you to play it a LOT (I've played for ~8 hours and collected ~45K supply across those, with one commander taking 350K supply total collected to unlock, so I'm approximately 1/7th of the way there) and I'm not sure if it has quite the legs (for me, anyways) to make that an interesting proposition. My beefs would boil down to: - I feel like I don't have quite enough control over RNG to make things work out for me consistently (which could be a skill issue, maybe with another 10-15 hours of play that'd click) but some of rarer buildings/upgrades MIGHT show up once a run it feels like, or they might not, and due to the aforementioned "some buildings require a lot of consideration in their placement due to interesting lines of fire" this can mean that to optimally use them you need to build your map as you go HOPING that those weapons/doctrines will show up eventually. Placing a 1 tile tower isn't an issue but when it's something like a 2x2 that can only fire ~15 tiles in one direction you need to be doing a LOT of advance planning AND hoping RNG favours you in time for your planning to pay off. The largest ones I've seen are a cross shape 3 tiles wide and a 3x3 block, and all your tiles need to be at the same level, meaning either finding flat ground or employing platforms to level things. It's doable, but now you're looking for a good spot in terms of your lanes, that also either has the right shape to fit something or can be fixed using platforms (which require MORE RNG to actually have show up) and you need to actually draw the blueprint. Of those you can only reroll the tiles, and only as you're placing them. - Death seems to come almost without warning, with spikes that feel like they kill you out of nowhere. I can be cruising along taking zero damage and kill most enemies before they make it 2/3s of the way to my HQ in one wave and dead the next. Sometimes I know what I could do better, sometimes it's not very obvious. - Not all pits and not all neutral buildings are created equal, which is fine, but given the work needed to make a pit I'd hope they'd be a LITTLE closer in value. "Each building adjacent to this reduces enemy HP by 1%" feels like it pales in comparison to the other pits I've seen so far, but whatever. Overall I think the game is really neat, I just don't know if it's "spend 56 hours playing it to unlock every character" neat. It's probably worth it on sale, and it's clear a lot of work went into it so I WANT to like it, (and I'll probably play more of it for free) but I personally wouldn't pay the 22CAD for it (but I'm also a cheapskate).
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.
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
| $17.49 |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 448 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fun game.
dinamico rapido e com otima uma variação boa entre asw runs
Pretty fun tower defense game with plenty of different metas to try out
good td
Played for the free weekend and kinda got addicted. its not much to look at - but the gameplay is actually solid and the sound design is nice. great little roguelike TD jawn - def worth 10$.
tovver doominion tovering over de competitiotorssah (free play noob)
Fajny tower defense
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $15.9K | 53 | 81% | $9.99 | |
| $16.2K | 53 | 85% | $9.99 | |
| $1.1K | 5 | 100% | $7.99 | |
| $1.8M | 3.4K | 87% | $19.99 | |
| $354.8K | 366 | 90% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.8M | 1.9K | 83% | $59.99 | |
| $2.8M | 2.1K | 53% | $39.99 | |
| $2.8M | 4K | 97% | $16.99 | |
| $2.8M | 22.4K | 97% | $8.99 | |
| $2.8M | 3.8K | 95% | $19.99 | |
| $2.8M | 3.3K | 67% | $29.99 |