
Enemies have no health, push them off instead. Weaponize physics in this physics-sandbox-inspired tower defense game with multiple game modes. Draft a deck, chain towers into living contraptions, grow and shrink every projectile, and launch hordes of robots off the edge.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
About
Tower Lab is an experimental sandbox game about using physics as a weapon to push robots off the map.
There are no damage numbers. Towers push, pull, bounce, grow, shrink, and fling enemies off the map.
Place towers in any open space. Move them freely. Experiment with different setups.
Towers combine and affect each other. Their synergies emerge from physical interactions.
Buy items, refresh the shop, remove cards, and upgrade your setup throughout a roguelite campaign.
Shrink robots to make them easier to push, or risk growing them to gain increased rewards.
Grow projectiles to make them more powerful.
Build and decorate levels, then share them on Steam Workshop. In sandbox mode, you can use everything.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 140 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I wanted to like this. The visuals are clean. Physics based TD is a really great concept. Short Review: If you want a neat little physics sandbox, you might enjoy this. If you're looking for roguelike mechanics, deck building, or anything to keep different runs fresh, this game isn't fulfilling that (at the time of review). Full Review: Unfortunately, the actual gameplay mechanics are dreadfully boring. The 'roguelike' aspect is terribly uninspiring. There's no pressure in deck building at all, starting with a tiny deck, the ability to remove one card each round at minimal cost, and never being forced to take any card you don't want. The upgrades are straight forward with little trade off to be had. You just choose what card you want to be powerful, and then max out that tree. My maxed out cannon tower is going to be the exact same as your maxed out cannon tower. The pacing of the game seems quite slow - waves are spat out in one small gush. My run very quickly devolved into "spam maxed out cannons and tesla, clicking "go again" for each wave that spews out a few robots. Repeat. Repeat. Repeat. It just wasn't interactive, and I didn't feel smart for figuring out something cool or anything. It was just the game playing itself.
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Languages: English, French, German, Simplified Chinese, Traditional Chinese, Japanese, Portuguese - Brazil, Russian, Spanish - Latin America, Korean, Polish, Turkish +5 more
Hours played at review time, across 140 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
There seems to be a misconception that this is trying to be a serious roguelike deck builder. It's really not. It's a physics building game that happens to have casual versions of those features. The campaign does not try to force failure or an improvement loop. It moves you forward to collect more towers. This is where the game's soul actually is. It begins as a silly game about explosions, and slowly turns into a game about optimized engineering. The chaotic nature of physics makes control essential. The puzzle game type is very similar to Poly Bridge. Build, observe, optimize, rebuild. This will be fun with the level builder.
Unfortunately, the game just barely didn't make the cut for me. It's generally great! I love the concept, it runs super well considering the amount of enemies and particles that can fill up the screen, and I must admit that the roguelike gameplay kept me busy for a good amount of time. However, despite the fun I did have with the game, its flaws are currently too big for to ignore. Those being: The balancing in all sorts of ways needs a lot of work. Spending an upgrade point to give a tower +5% power feels underwhelming and doesn't even let you properly scale up because most upgrades max out at 3 levels at most. It would be really fun to just dump four dozen points into projectile size and make a missile that'd make Kim Yong Un proud, for example. The game can also feel unfair in a few ways. One example is that you can't see the upcoming map while in the shop, so unless you remember the levels by heart, you're stuck in the preperation screen without know what tower/strategy is worth investing in. An even more prominent example you'll probably find in a lot of the other reviews is that the physics can really screw you over. I had a build I wanted to make since I first started the game: trap all enemies in the middle and hit them with a big explosion. Unfortunately, while scattering those enemies in all directions looked awesome, it also chipped down my shield and health every round because enemies were launched right into or right before my exit portal. And there's nothing I could do about it. The mine tower can stack its mines higher than the Burj Khalifa and if a single enemy steps on all of those, it'll fly like 2cm into the air and make it to the end anyway, the fabricator takes ages to pop out a single robot that doesn't even make any enemy bigger than 1.0x flinch and if there's some sort of kinetic forcefield to prevent fast enemies from flying in, I got too frustrated by this very issue before I unlocked it. There's also a couple of minor things, like the game only having one music track that gets stale after the first 4h of gameplay, that aren't exactly dealbreakers, but still slightly drag down the fun you can have with the game. Even if it hasn't been made too clear in this review, I like the game and the core concept of it and could easily see myself recording a triple digit playtime and leaving a positive review once it's been worked on a little more. I'll keep an eye on development and can't wait to jump in again once things are going better.
I was really looking forward to this one: a physics-based system for killing enemies sounded great on paper. In practice, the physics are more frustrating than fun. With explosions especially, enemies get launched at random and fly straight through your portal, and there's nothing you can do about it. That's a real problem, because the physics are the core mechanic. Everything around them is solid: the game runs smoothly, the graphics are nice, and it feels polished overall; this is not a rushed early access. But in its current state it plays more like a fun sandbox or a prototype than a game. Your opinion may vary; some people will find it cool and fun. Personally, I didn't enjoy it as it stands.
Graphics look amazing but that's about all this game has going for it. Gameplay is very slow and boring. The tutorial is short and does not explain combos. Ended up only using one type of defence because it was the only one that would work to knock them off. Also with bigger maps the enemies would get stuck not on the path and you would painfully have to move them off one by one.
Tower Lab is an 8/10 idea with a 4-5/10 execution. Having physics be your way of taking down the enemies feels great. There's just something so inherently satisfying about blowing robots to their deaths, instead of plinking away at health bars. In that regard, I feel like Tower Lab succeeds with flying colours, by just having inherently fun game mechanics. But the roguelike stuff? That's so lacking. I already don't think that tower defence and roguelikes don't mix nearly as well as the amount of games trying it out would have you believe. There's just not nearly enough content in the vast majority of tower defence games to make the variety of roguelikes work. And the same is true here. There's just not enough interesting changes between the towers and their upgrades. Now, to be fair, I do actually think the towers are different enough when compared to each other. A Fan feels noticeably different from a Pulse, despite both just pushing things. It's just that there's not enough different towers to make different runs feel, well, different. Especially since some towers, like the "Grow" and "Shrink" towers don't accomplish anything by themselves, so you'll be seeing a lot of repeats. Pair that with the fact that levels end up being both long enough to where you can start really spamming towers without them feeling as uniquely valuable anymore, but also short enough to where you can't properly manipulate the level too much with things like the "add/remove platform" cards, and those towers end up feeling much more repetitive than they initially appear. I should be looking to place Fans or Shrinkers in the most opportune spots, not place them wherever there's an empty space. It is true that, because of the physics of it all, it can be more valuable to leave a spot unoccupied, so as to make sure the tower you would have placed there doesn't actually block enemies from falling into the void, but it doesn't do enough to stop the game from feeling like you're placing down more towers than you probably should. And I think a major contributor to that is the energy and card system, as if this is a real roguelike deckbuilder. I feel like, if you had a limited amount of energy for the entire level, rather than refreshing your energy every turn, that would make for a much more engaging game, where you have to consider where your towers are truly most effective, and making them synergise. I don't generally rate games based on the future potential they have. I think you should only ever purchase games based on what they are worth to you now, and in that regard, I would say that Tower Lab is a bit overpriced. I paid €9 for it, with the launch discount, and I think it's worth something more like €7,80, as it currently stands. I don't regret my purchase at all, I'm happy to support such an inventive and fun idea, but I think what this game needs is more towers, especially more basic ones - that nonetheless feel different from the already existing towers. Maybe something like a platform that launches enemies upwards, because I'm pretty sure I saw that shown off on the side of one of the levels, but did not see it as a tower - a bit of an overhaul of the energy system, so that you don't have so much of it that you don't know what to spend it on, and ideally, more complicated levels. Tower Lab feels like what Early Access is supposed to be all about. Being able to show off a good idea, that is still clearly in progress.
This game has potential, but atm it's just not that fun. There's no permanent upgrades to anything so each run is just starting over, which makes it feel like there's no form of progression at all. The tech tree is a great idea, but with it resetting every run it just feels dreadful and makes you just upgrade the same thing every time with no experimentation. This will become a recommend if they add any form of progression, such as the tech tree, but atm it's just and arcade mode game, which isn't very roguelike.
game
Great game go play it rn
This game is dumb fun and I love it. Call me easy to amuse, but seeing a bunch of robots get blasted off of a platform is super entertaining. Great stuff.
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