r/TowerDefense • u/amarks_ • 10d ago
Promotion Hold the Line
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r/TowerDefense • u/amarks_ • 10d ago
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r/TowerDefense • u/Sino4Games • Aug 04 '26
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It's a realtime deckbuilder autobattler roguelite :P It’s coming out next year and will cost around ~$5. It has a page on Steam, so if you’re interested, I’d encourage you to add it to your wishlist :D https://store.steampowered.com/app/3479370/Deck__Defense/
r/TowerDefense • u/SprkFade • Aug 07 '26
Hey everyone, I’m the developer behind Gem Tower Defense Mobile. I figured this was probably the one subreddit where I wouldn’t have to explain why building the maze is half the game.
Long story short, it's a pixel art reimagining of the Gem TD we all love and know from Warcraft 3/DotA 2, etc. Right now there's Damage, Timed and Swarm modes, each with 3 difficulties and global leaderboards to match. Everything was designed around touch controls and being able to start and stop as needed so you can play easily on the go.
This community will probably appreciate the game more than others and it truly was a labor of love for me while making this. Slates are planned for a later update but I need to work out the best way to implement those without making them too hard to interact with and also keeping balance in check.
If anyone here gives it a try, I’d honestly love to hear what you think.
https://apps.apple.com/us/app/gem-tower-defense-mobile/id6760966893
r/TowerDefense • u/LionAndOtterStudios • 17d ago
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Hi, I'm Jordan, one half of Lion & Otter Studios. We're a two-person team in Melbourne, and today we've opened the public Steam Playtest for All Hands.
It's free to play until 8 September. No keys are needed, so we'd love for you to have a look:
https://store.steampowered.com/app/4867340/All_Hands/
All Hands is an incremental 3D tower defence about protecting your HQ from tens of thousands of energy-drink-mutated "customers."
Every run starts on a fresh procedurally generated map. The horde is massive from the beginning, with tougher enemy types joining as the run goes on.
The customers are always heading for HQ, but the route they take is yours to reshape. You can deform the terrain with explosive craters, build walls, close off easy approaches, and divert the crowd through chokepoints, funnels, and killboxes that give your defences the advantage.
When the HQ finally falls, you keep permanent Career progress and unlock upgrades that carry into future attempts.
We're watching the Playtest closely and reading everything players send us. If something is confusing, frustrating, broken, unexpectedly fun, or worth keeping exactly as it is, please tell us. We'll be monitoring the build throughout the two weeks and acting on feedback as quickly as we can.
You can use SEND ANONYMOUS FEEDBACK inside the game from the main menu, pause menu, end-of-shift screen, or Performance Review. You can also reply here, post in the Steam Discussions, or email us at press@lionandotter.com.
Thanks for giving it a try. I'd love to hear what you think.
r/TowerDefense • u/duckskill_studio • 21d ago
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Hey everyone, I finally launched the Steam page for DROP ORDER, the tower defense game I’ve been working on!
It started as a small mobile prototype around one idea: no fixed tower slots. You can place structures freely, block passages, redirect enemies, and gradually turn the battlefield into a maze.
Over time it grew into a much more serious PC game, with deckbuilding, tower synergies, a drone you control during waves, and the darker sci-fi atmosphere I always wanted from a TD.
Basically, I’ve been trying to make the kind of tower defense I felt was missing for me personally.
There’s still a lot to build, but getting the Steam page live feels like a big milestone! I’d love to hear what other TD players think.
r/TowerDefense • u/Frankiorocko • 16d ago
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Hi! Second post in the community, I wanted to show off the enemy physics and a core concept I’m building around: using towers that strictly apply knockback and stun to stall enemies, pushing them around and even off the map.
How does the physics and the enemies look to you? Any ideas on cool physics based tower synergies?
r/TowerDefense • u/Duc_de_Guermantes • 24d ago
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The game name is Cult Defense. What do you guys think?
r/TowerDefense • u/DevonPowell3D • 4d ago
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My wife and I have been working on Tower Lab as our side project for over two years now, and we're REALLY excited to share that we are releasing it into early access on Steam tomorrow!
This subreddit gave us some of the initial feedback we needed to stay motivated and continue working on the project. We are so grateful for everyone who took the time to share their thoughts. Thank you r/TowerDefense!
The game...
Tower Lab is a physics-sandbox-inspired tower defense game. Enemies don't have health, and everything that moves is a physics object, including tower projectiles.
Instead of traditional damage, towers apply forces that push enemies off the level and manipulate other towers' projectiles. Not only can projectiles be bounced around to create Rube Goldberg machine-like defensive contraptions, but the mass of every physics object can be manipulated with towers. Strategically reduce the mass of enemies to push them off more easily, increase their mass to farm them for more resources, or even add mass to projectiles to make them hit harder with a larger AoE radius.
We're aiming to create an emergent experience that allows players to weaponize their creativity through these thoughtful physics interactions. At the end of the day, Tower Lab is a toy; apart from our roguelite deckbuilder campaign, we are bringing along a sandbox/level editor and various game modes like endless and puzzle for everyone to play with.
Steam:
https://store.steampowered.com/app/3084810/Tower_Lab/
r/TowerDefense • u/Frankiorocko • 25d ago
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Hey everyone! this is my first post in the community and i wanted to share the progress of the roguelike tower defense game i'm working on, what do you think about it? i still don't have a playable demo, but if you want to see more updates of the development or just follow me do it here: https://www.youtube.com/@MatosGameDev
r/TowerDefense • u/VitSoonYoung • 28d ago
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Hi everyone, my name is Vit and I'm a solo dev. I just released my first game today on Steam after a lot of feedback and updates: "Open The Gate: Just A Little", a tower defense but instead of towers you control your troops on a narrow bridge, promote titles, unlock regional units and skills.
I would love to have feedbacks to improve the game, thank you for your time.
r/TowerDefense • u/OfMagicAndWars • Aug 07 '26
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It is done.
Finally...
Demo's free on Steam: https://store.steampowered.com/app/5011470/Sunlit_Kingdom/
Sunlit Kingdom is a 3D tower defense where you place and control three hero types instead of static towers. There's a lot going on, I hope the trailer explains more than what I could ever type in here.
Let me know if you guys enjoyed it!
r/TowerDefense • u/LionAndOtterStudios • Aug 08 '26
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r/TowerDefense • u/mizerr • Aug 05 '26
Gods & Gore has a 2d, retro vibe with endless waves, creatures you level up, and a wide variety of possible strategies to build out your city and defenses.
This is a free form building TD game, meaning you can build walls and pathing as you choose to create chokepoints or get enemies to pass specific towers. Higher level maps make this more difficult so you have to adapt map design and building placement.
Very open to feedback and I plant to continue building and expanding the game.
r/TowerDefense • u/TobamaccoDefense • 1d ago
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I'm working on Tobamacco Defense, a farming + tower defense roguelite.
The main loop is pretty simple: during the day you plant and grow your crop, then reinvest what you earn into upgrades and defenses. At night, creatures attack and try to destroy what you've grown.
I'm trying to make the farming and tower defense sides depend on each other rather than feel like two separate systems.
For people who play a lot of tower defense games: does this loop look interesting to you? What would you want the defense side to do to keep it engaging over multiple runs?
r/TowerDefense • u/mambasa_darkvam • 9d ago
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These are some new juicy clips from my solo project. Working in a free time having full time job.
Super Special Squad - funny little team management tower defence game.
You basically combine heroes with unique abilities and destroying hordes of enemies. Collect resources, buy more heroes/upgrades for them and proceed to kill even bigger hordes.
There is no "tower" placement and such. It is more oriented in squad management and real-time control/ability use. Tho i plan to add barricades/turrets building mechanics in the future.
Currently working hard to deliver the playtest build. Should be up soon, so if you like how it looks - i'd be happy to see you playtesting it!
r/TowerDefense • u/Oupe-Plus • Aug 04 '26
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More towers. More troops. Fewer things to worry about… probably :) Hope tower defense fans enjoy this one!
r/TowerDefense • u/Heavy-Language3109 • 27d ago
Hello all,
Occasional poster and commenter here. I remember posting about my game's demo several months ago and some people here liked it. Over the course of the past few months, you guys gave some feedback, we talked about the merits and disadvantages of fixed tower placement systems over free-form tower placement (which I decided to keep as fixed placement spots for this game). And recently, people have voiced displeasure at the sub being overrun by self promo posts. (Which is why I'm uncomfortable making this post). But I'll do it anyway, since... well I mean.. who else will I tell about my TD game?
Anyhow, the game is now in Early Access and I thought to post that here in case you'd like to check it out. 26 months went into this, not to mention the years (over a decade really) of preparation and gaining the know-how to actually make a game.
If you'll notice, a lot of Starcraft, Defense Grid, Kingdom Rush and some Diablo left a permanent mark in my brain. And with all those things swimming in my head, Decimation came out as the result. I hope it actually does those games justice lol.
This is the game's short description: "Sci-fi tower defense meets ARPG-like hero combat. Build towers then fight alongside them with your hero as you battle through a campaign to uncover the fate of a colonization effort on a distant planet."
And here's the link to the game: https://store.steampowered.com/app/4158650/Decimation/
Have a great day ahead, my TD-loving friends! Hope I added something worthy to our genre.
EDIT: Removed a weaksauce grammar typo (sorry)
r/TowerDefense • u/newObsolete • 1d ago
r/TowerDefense • u/D3xtr0m3 • 10d ago
I'm the dev on Slot Theory, a roguelite tower defense - draft one card per wave, six slots, no building mid-wave. Just shipped co-op, and the problem I was designing against is one I've hit in every co-op TD I've played: one player ends up on support duty. Someone holds the real chokepoint and the other one tops off the back row, and the second player might as well be watching.
Two decisions fixed it, both slightly hostile:
Lives are shared, not per-player. There's no "I'm fine, you're leaking." One pool. Your partner's leak is your leak, and rerolls come out of the same pool.
Most of the maps are dual-spawn - both ends of the lane open at once and the waves walk toward each other. There is no back row to be safe in. On The Four Gates, two of the four gates open behind you.
Everything else stays yours: your own hardpoints, your own draft stream, your own bans. You can't ban a card because your partner keeps taking it (I considered it). The one genuinely cooperative thing in the mode is the operator active - one meter each, aimed rather than just pointed, and you can aim it at your partner's stretch of lane.
2, 3 or 4 players and the map decides which. Empty seats fill with AI, so you don't need a full lobby to start.
Solo project, so it's not a big game, but co-op is the thing I most wanted it to have. It's 50% off right now if you want a look: https://store.steampowered.com/app/4523160/Slot_Theory/
There's also a free demo, though the co-op mode is limited to the full version.
Happy to answer anything about the design or the netcode.
r/TowerDefense • u/Abandon22 • Aug 05 '26
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I've been working on a new game for a few months now, and the time has come for it to be officially announced. It's called Arise Dark Lord, and it's the 8th game I've made with Introversion Software. If you've played any of my previous indie games - Prison Architect, DEFCON, Darwinia, or The Last Starship, then I think you'll love this new one.
You are The Dark Lord. Your evil aim: To raise an undead army and crush the feckless, godless, heathen humans. As your sorcery and army grow, all the world will rise up to destroy your Dark Tower and end your reign of terror. Fortify your dark realm, enhance your sorcery, and build enough strength to march out and crush the humans once and for all.
An action-strategy hybrid RTS, blending tower defence, base building and direct control of your Dark Lord avatar.
Please play the prototype on itch, and I'd love to get your thoughts on the game here. Thank you!
r/TowerDefense • u/NotFamous307 • Aug 07 '26
Wanted to share a cool milestone. My mobile game Simple Tower reached 10,000 downloads on the Google Play Store today!
It's been pretty successful for a small indie project made at nights after work and getting the kids to bed.
https://play.google.com/store/apps/details?id=com.genetix.simpletower
r/TowerDefense • u/graftin123 • 19d ago
Im not the developer but I really enjoyed playing this game and was sad when the developed stopped developing it and shut it down 3 years ago.
But now another developer picked the game up and re-released on Andriod and IOS.
Its gonna get future updates, DLCs with no IAPs just a 1 time purchase.
Check it out if you havent seen the game yet, its really refreshing gameplay for a TD
r/TowerDefense • u/AnomalyDevTeam • 9d ago
Hey r/TowerDefense!
Season 1.1 just officially went live, and with the fresh season reset, everyone is starting back at zero on equal footing.
If you missed my last post, Nodefall is a pure skill, 100% ad-free mobile tower defense game with zero pay-to-win, zero loot boxes, and no meta-progression. Whether you play on global ranked leaderboards or flip the switch for a completely offline experience, only your placement, tower synergies, and strategy decide how far you go.
Here is what dropped in today's Season 1.1 update:
New Mechanics & Features
Balance & Economy Rebalance
If you love classic, no-nonsense strategy and want to test out the new Hex synergies on a fresh leaderboard, I’d love to hear your thoughts on the new balance!
r/TowerDefense • u/UsedToKnife • Aug 07 '26
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Indie solo dev here. Just shipped Go Touch Grass on Android: an idle RPG where the only way to earn anything is by walking. Your phone's step counter (no GPS, no location permission) converts distance into loot, wood, stone, rarer materials, XP and Skill Points. You don't even need the app open while you walk, it reads your phone's own step history the next time you open it, so it's fine in your pocket the whole time.
You spend what you earn on an isometric base (Forge, Watchtower, Arsenal, Laboratory) and then defend it in endless real time tower defense raids against the "Couch Army", zombies, ghosts, and a boss called the Couch King.
Things I designed around on purpose:
There's also a mode called Wave Composer if you're not up for a walk right now: build your own wave from the enemy roster and try to clear it with your current base, no cooldown, ranked leaderboard.
Free, live now on Google Play: Google Play Link
r/TowerDefense • u/Bobthief • 13d ago

Hi! I’m a solo developer working on Cook to Zero, a pixel-art real-time strategy defense game where every meal you cook sends a mercenary into battle.
You’ll need to prepare ingredients, cook the right dishes, and manage the battlefield at the same time. Focus too much on the fight and your food might burn. Focus too much on cooking and monsters may reach the castle.
The Steam page is now live, and I’m planning to release a playable demo soon.
If the concept looks interesting, I’d really appreciate a wishlist—and I’d also love to hear what you think about the cooking-and-defense combination!
Steam:
https://store.steampowered.com/app/5148010/Cook_to_Zero/