
We created this unique single player game with a combination of Tower Defence and Roguelike. Come and create your maze, build your turret, defeat the invaders, and save the world!
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.
About
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
First tower defense game I've played in a while, and very happy I chose this one! Love the design, style, new functionality of weaponry, all wrapped in a sci-fi pixel package. I highly recommend this TD game for those who are looking for something that breaks the mold, gameplay-wise.
首先要吐槽一下这个BGM,音乐本身挺好听,但这明明是个紧张刺激的肉鸽塔防游戏,硬是整成了加州旅馆度假的感觉,而且还只有一首单曲循环到死,要长久游玩基本得自备BGM; 在炮塔和装备没有开完之前,还是挺有动力想要去多多尝试的,但是游戏本身难度曲线的随机性也正如大部分评论所说,存在很大问题,尤其是随着难度提升愈发明显。 最大的问题就是部分炮塔和装备的数值过于离谱,普通炮塔太弱,也无法通过策略性实现飞跃;而送分关结束之后难度曲线陡增,基本上彻底锁死了这个游戏的策略玩法。高难度下你在第一个boss前没有合出几个关键的塔,就是直接寄,不管再怎么利用地形,巧妙搭配,迂回策略,都是木大;而如果合出来那几个逆天炮塔,那就无脑通关。但是炮塔就是纯抽卡看运气,玩家几乎没有任何干预权,就导致这游戏能不能通关基本上全部听天由命了。 随机性确实是肉鸽很重要的一点,但优秀的肉鸽设计,是能让玩家运筹帷幄,在一定程度上引导随机性的走向,使其往利于体系构筑的方向偏移;或是本身就存在多元的体系构筑,无论如何随机,只要玩家适当的权衡,总能构筑出合适的体系渡过难关。 从以上方面来看,这游戏既没做到多元的体系构筑,也没做到给玩家有机地干预的机会,所以仅从肉鸽玩法的设计上来说,是比较失败的。 不过游戏本身的玩法框架还是很有潜力,加上价格也便宜,当个甜品玩玩还是蛮舒服的,还是打个好评鼓励一下制作组,希望能做出更好的作品。 ------------------------------------------- 玩的时候还没留意到已经出了二代了,不知道一代的问题有没有解决,有缘再看吧。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩
本想给好评的,但是完了几局下来,还是差评算了。虽然设计很新颖,但玩起来很蛋疼。毕竟早起作品,设计比较拙劣。而且塔放置之后,一旦移除只能永久丢弃,本来资源就紧缺,这么削根本打不了。虽然可以靠合成将放置塔回收,可是你凑不齐它就一直合成不了。而且合成的塔放置以后,就再也没法改动了。怪物的强化速度多少有点离谱了,即使难度0级,几波强化下来,要是你抽的塔实力不济,基本打不下来,你的塔又不能升级,低级塔超级刮痧的。技能更是秀,我万万没想到,有个近身两个不能打的技能不小心搭配了射程减二的技能,直接全部崩盘,绝大部分塔将没有能攻击的范围,这坑真是不踩不知道,一踩死翘翘。再加上像拉屎似的几关给一个随机放置台,跟拉屎似的,经常打乱布局,而后面的怪又进一步强化,塔和地形全都跟不上,玩不了一点啊。 好吧,是我之前都没能合成能打的塔,原来合出来之后直接变成另外一个游戏,这是纯拼脸啊。原价不推荐入手,但是打骨折4块钱要啥自行车,直接无脑入就行了········ 奶奶的,技能插件减范围的一定要慎重,尤其是前期,布阵没成型,塔又不多,一个见范围直接蹦。地图元素最强神器是望远镜,一定要刷出好的望远镜再开局,只要围绕望远镜螺旋展开,你会发现0难度才特么是最大难度。 boss血量不显示,搞得经常伤害不够翻车,而且没有丝毫容错率,应该提供一次试错重来当轮的,一死了直接结束了。O1塔是最强塔,但是难度6之后不建议选敌人血量翻倍的插件技能,以防不出高伤害装备导致翻车。激光塔对群体非常好用,但是要绑定望远镜。终极挑战不用试了,打不赢的。需要很高的装备要求,凑不齐就绝对大不了。
三块钱的国产塔防小游戏,还是蛮有趣的。但是难度高的时候太看前期装备了,需要sl好几次才能过,优缺点蛮明显
爽!这才是真正的塔防!
First Step : Set Your Language
虽然都难度打通了,但是实在平衡性太烂了,影响玩家体验的平衡性。
豪丸
还行
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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