
A minimalist roguelite tower defense with neon aesthetics. Defend your planet against infinite waves of geometric enemies. Buy 70 upgrades, activate abilities, chain combos and grow stronger between runs with permanent upgrades. Every attempt makes you stronger.
Modeled estimate, not a reported figure. How we estimate →
About
One tower. One planet. Infinite waves.
VOID WARD is a minimalist roguelite tower defense with neon aesthetics. Defend your planet
against infinite waves of geometric enemies, buy upgrades, unlock abilities and try to
survive as long as possible.
Your tower shoots automatically. Your job is to decide how to spend gold: invest in damage?
Defense? Economy? Every run is different — adapt your build to what shows up.
70 upgrades — attack, defense and utility. No level cap.
8 active abilities — Orbital Strike, Drones, Overclock, Aux Tower and more.
Combo system — kill fast to multiply gold up to 3x.
Random events — every wave can bring surprises.
3 difficulties — Easy, Normal, Hard. More risk, more reward.
Died? Earn crystals. Crystals buy permanent upgrades in the shop between runs. Every
attempt makes you stronger.
Permanent shop — 4 tabs, 60+ upgrades, unlockable slots.
20 achievements — from First Blood to Void Master.
Local leaderboard — top 50 by waves survived.
28+ milestones — rewards for performance.
Minimalist neon visuals — everything drawn in code, zero sprites.
Particles, chain lightning, screen shake, CRT scanlines.
Tower visually evolves as you get stronger.
7 dynamic tracks that shift with match intensity.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Bulgarian, Simplified Chinese, Traditional Chinese, Korean, Danish, Spanish - Latin America, Finnish +17 more
Reviews
(Edit: was in a rush when writing my original review, so i wrote it in a more fleshed out way, hopefully this helps more) 1. shop levels are buggy: if you just put 1 point into a shop trait, you dont get anything when entering a match, and when buying a lot of upgrades, you only get around half to 70% of them upon entering a new match for whatever reason. 2. shop Tiers are buggy: if you buy a new tier, but cant buy minimum of 2 of the same 1 upgrade type (as mentioned in '1', you dont get a level with just 1 level purchase), it will be there for the match you enter after buying with the upgrades at lvl 0 each, but upon losing and going back to the shop, the new tier of upgrades (you just bought thats expensive upfront), is locked again and need to buy it.. again.. wasting hundreds to thousands of points... 3. unoptimized: upon reaching past wave 20-25 is when frames start to drop quickly, upon reaching around 30-40 it consistently freezes then closes the game, whatever points you earned stay thankfully but it shouldnt crash so easily to begin with, for such a simple 2d game. cant recommend at this time, its a cool game and can see myself playing it a fair bit, but needs more work. 4/10 price is fine, but its buggy with the shop, and unoptimized, not much gameplay to be had with how it stands currently with its soft cap crash point at around wave 30-40. Tip: upgrades that have a cap should not let you buy anymore upon reaching cap and could have a "Max Level" or something so the player doesnt keep dumping money into the void with no benefit. just a idea
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.
This game needs some serious optimization. I actually quite enjoyed the game for the most part. The upgrades were satisfying and well thought out, despite their descriptions being too short and not particularly clear. However, the biggest issues is the severe lag when playing beyond the first few levels and the fact that if your income exceeds a certain amount the game can no longer keep track of it and converts it into an impossibly large negative number, which means that from that moment on you will be unable to buy any other upgrades. Then the special currency comes in at a disproportionately small amount compared to how fast the cost for permanent upgrades increases, meaning that you will be constantly grinding once your abilities reach a slightly higher level. Finally the absolute worst parts, if you have your bullet speed too high the game can no longer track if enemies are hit, despite that actually being one of the upgrades you can unlock. Meaning that if you actually upgrade your projectile speed to a certain level you will never be able to progress because the enemies will never get hit by your projectiles. Then if you have your defenses too high and your can't kill the enemies attacking you the game will just crash rather than just ending the round or offering you a chance to quit. My recommendations to fix this game: Make easy mode an actual mode. It is currently set to do absolutely nothing. Set it so enemies are super weak and provide very few special currency after completing a lot of rounds as an exchange for playing easy. Fix the frame rate. How? I don't know as I don't know how this game is coded or tracks things, but usually allowing people to adjust their own games visual settings helps... Add a setting that if a single round runs for a certain amount of time it prompts the player to quit rather than just crashing the game. Remove the cap on the currency or set a hard limit on how high the currency counter can reach and make sure all upgrades are less than that cap. Stop the enemies from increasing in power with the players upgrade levels. The point of unlocking permanent upgrades is to allow the player to feel strong enough to get through the early waves with ease rather than having to always "struggle" with the first few waves. Lower the price increase for upgrades, both temporary and permanent. If their prices are lower then the max level of trackable currency that the game can handle wouldn't be such a big deal. Finally I would recommend making boss rounds more unique. At present the boss is just another enemy that blends in with all the rest and is only notable because of the large health bar at the top of the screen. They should instead be different from all the other enemies and should be at least several times larger than the normal enemies to make the encounters more memorable.
Can't recommend, it's got some fun to it but I keep getting soft locked on runs with the tower not targetting, mob can't kill me = hard quit the run and lose rewards. Frustrating as heck.
버그가 너무 많아요
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $91.4K | 661 | 85% | $6.99 | |
| $105 | 2 | 100% | $1.99 | |
| — | 0 | — | — | |
| $1.2K | 63 | 67% | $0.99 | |
| $1.2K | 8 | 75% | $5.99 | |
| $48 | 2 | 50% | $0.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $348 | 54 | 85% | $0.49 | |
| $325 | 50 | 68% | $0.49 | |
| $368 | 57 | 88% | $0.49 | |
| $384 | 66 | 89% | $0.49 | |
| $387 | 61 | 87% | $0.99 | |
| $393 | 51 | 67% | $0.54 |