
After two years of precipitation, we re-made this variable sequel after thinking about it! Variable 2 is a unique stand-alone tower defense game. We have enriched the building and elements of tower defense, and the experience in the game can be changed according to your ideas!
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 Aug 18 → 0/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.
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Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
可玩性很高,但缺点同样多,数值有点崩坏,养成是抽奖的形式感觉很别扭,装备文字太多好几个小时感觉都在做阅读理解
Refreshing
大粪 你告诉你坝怎么放25个路面 抽啥批
GOOD GAME
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: Simplified Chinese, English
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
是个不错的游戏,就是系统太复杂了,新手引导玩半个小时还没全讲清楚、我玩了四个小时打到进阶4还能发现自己没弄明白基础规则。 系统有:道路叠层,塔升级,随机池升级,随机池二合一三合一,塔配方合成,道具,空过加道具进度,准备塔合成,准备道具掉落,抽随机事件…… 都弄明白以后还是好玩的。但如果能把规则简化到回合结束几个简单选择可能会更有趣。 另,一个超出想象的优点是每波只有很少几个怪,让计算变得很简单。
结合了Roguelike元素,很有创意的塔防游戏,了解机制之后不难。
隐藏成就(?)-终极挑战的条件: [spoiler]通关里难度5并击败金雕机器人[/spoiler]
游戏真好玩,停不下来
很好玩,感觉蛮上头的
经过1代的测试,2代明显成熟多了,也终于人性化了。塔的属性和怪的属性显示出来,前期就好估算伤害了,只要囤多几次抽塔次数,丰富卡池,就更容易凑出合成塔了。好用的塔终究还是M、O、S,本作o塔被削了些,好多垃圾装备啊,除了增加攻击攻速暴击爆伤还有装备栏的,剩下的装备全是垃圾,还占了绝大多数······在其他塔装备没有成型的情况下,最强的塔莫过于s的核弹了,毕竟暴击爆伤摆在那,一炮下去基本世界核平了··· 还有,本作终于可以使用SL大法了,这点超级好评,虽然使用率不见得高,但是这玩意非常关键,猪妖作用一方面每波加入发现快要不行了,赶紧退出游戏(不是放弃本局哈),然后在回来,就能回到本波次整备阶段,可以进行强化应对。附带的效果目前发现,抽取补给的时候,是固定刷新的,你每次刷新出现什么塔,SL之后依然是这样,所以可以进行抽卡预判,假如刷不出自己要的,那这波可以不抽。另一个附带效果,无尽模式的时候,SL的时候,装备出现会改变,所以可以刷自己要的装备,不过因为装备池太大,所以实用性微乎其微,顶多刷掉你不想要的装备,估计实用性会更大。 最强的果然还是o塔,参天稻草+万能货币卡带(n个)+n个装备栏+1的装备,无限叠装备,攻击力可以快速无限大,毕竟1.5的近50次方有多恐怖,自己用计算器算算就知道了,有余力再加一个斩杀百分之弹夹容量血量的装备,这杀神简直了。M塔的作用用来上状态是最好的,比如酸、减防御之类的,但是依赖探照灯之类的共享视野,只要o塔有共享视野,全部塔都能全屏攻击。M塔的攻击输出搭配蓄能膛线、转换齿轮、肉食者病例、拳击手套、推进器,并依赖一次机械臂加一个装备栏,持久战输出也是线性增长,比较慢热,但是只要路径足够长,比如全图修路,战斗时间非常长,有足够成长空间的话,理论上是后期绝对最强的存在,毕竟属于线性增长的无限强,伤害直接指数增长,相比o塔叠出来的固定爆炸面板,在实际伤害效果上,后期直接反超并强势碾压。而共享装备的弹弓,属于赚钱神器,只需可回收垃圾桶+文件夹板,然后就是搭配n个塔一起努力赚钱发大财吧,看着几百万的账户,全图修路都是小意思,顺便搭上阿宅的娃娃,根据金钱加攻击,可以娱乐娱乐,嘿嘿·····当然,o塔的强化流也可以考虑共享弹弓们使用,可以有一堆高攻击的塔,但是因为它们弹夹容量不像o塔一样能成长,所以面板差了几十倍,一堆臭皮匠,终究比不过一个诸葛亮,还是老老实实建立商业帝国吧嘿嘿嘿····万万没想到,o塔1个亿的面板攻击,缺了暴击伤害,终究落了下乘,被m轻松反超。然而因为m攻击力成长过慢,是个硬伤,可以考虑把病例换成宅男娃娃,前提是你的商业帝国建立的足够富裕,比如几百个w或者上亿的金币,那这杀伤力简直地狱级的,搭配成长起来的几十万甚至上百万的爆伤,嚯嚯嚯嚯··········到这个地步,o塔的面板即使有一个亿,伤害也不够看了,但是可以利用起来,给他搭个奶瓶,攻速能兼顾最好,不能兼顾就放弃攻速,毕竟1个亿伤害下的奶瓶,连m塔都要不少时间去超越,瞬间o塔又行了。 终究在量子弹弓群面前,神马都是浮云,装备完全成型后,究极量子弹弓群面前,没有一波能活过1秒,毕竟极大量的无限成长的攻击力(后期20+次方以上的攻击,这还只是我能忍受的,电脑受不了卡死了)的量子弹弓群什么概念,电脑都被吓得卡死···········这应该是我见过的塔防里面,攻击力方面最高的一个了
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.
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