r/TowerDefense

▲ 64 r/TowerDefense+4 crossposts

Space Tales is now in 1.0 — our retro-futuristic sci-fi RTS has left Early Access

Hey RTS fans,

I’m part of the the team at Saigon Dragon Studios share the launch of Space Tales, a retro-futuristic sci-fi RTS that has now officially reached 1.0 on Steam today.

The game is built around a story-driven single-player campaign, modular base building, resource management, defensive planning, and adapting your tactics against enemy factions that fight very differently from one another.

The 1.0 release brings the full Space Tales experience, including:

  • A full sci-fi RTS campaign following Xander Falcon through a space opera conflict shaped by family tragedy, ancient races, hostile worlds, and universe-ending threats
  • Three enemy factions with distinct combat behaviors
  • HUB-based base expansion and energy-line management
  • Replayable survival challenges
  • Colossal boss encounters where you need to study attack patterns and engage carefully
  • Capturable neutral monsters that can be summoned as battlefield allies
  • A tech tree with branching upgrades for HUBs and units

The game was in Early Access for a few months, and the studio used that time to improve balance, controls, unit behavior, localization, and the overall RTS feel based on player feedback.

Side note: the Early Access label still appears on our Steam page, but we can confirm that the playable version available today is 1.0. We are working to remove the Early Access label shortly ;)

Check out our game on Steam: https://store.steampowered.com/app/2457960/Space_Tales/

u/SDS_SpaceTales — 1 day ago
▲ 288 r/TowerDefense+1 crossposts

Early look at my tower defense game.

Still working on optimization but slowly getting there.

Feedback highly appreciated.

u/BABYMETAL-POPPY — 3 days ago
▲ 51 r/TowerDefense+3 crossposts

Roguelite Deckbuilder Tower Defense

Hi! I'm building a Tower Defense game with RTS elements.

You can move your units around, give them orders, and reposition them during combat.

During each run, you receive upgrade cards that can add effects such as Electric, Poison, Ice, etc. These upgrades are stackable, so you can combine effects like Electric + Poison on the same unit.

After each run, you can improve your units, purchase upgrades, and create builds.

There's also a Combinator system where you can create your own items. You can select or remove individual properties and keep only the effects you care about, allowing you to build items specifically around your strategy.

The game has roguelite progression, with new enemies gradually introduced as you survive more days.

The main gameplay loop is:

Defend → Buy upgrades/items/units → Customize your build → Defend

You can play actively and control your units like an RTS, or play it more like an idle game. Later progression also unlocks a dedicated AFK mode designed for idle play.

I've just released a demo, so feel free to give it a try:

https://store.steampowered.com/app/3760000/Shrine_Protectors_Demo

Thanks for checking it out!

https://i.redd.it/vbjmjoabj8kh1.gif

u/Straight_Age8562 — 2 days ago

What if you actually had to run across the map to place towers?

In Kinghold, your king is effectively your army's spawn point.

Towers, traps and troops can only be deployed around your current position, so if one side of the map starts falling apart, you have to physically run over there to reinforce it.

The free demo just went live on Steam today and I'd genuinely love to hear what tower defense players think of the twist!

u/barkitectgames — 1 day ago

We are two devs making a tower-defence roguelite about reclaiming a world lost to fog. We’ve added a bunch of features and would love some feedback!

This is Monuments to Ruin, a tower-defence game with free building placement about the last remnants of humanity fighting back against the weather and the monsters hiding in the fog. When we did our last playtest 8 months ago the game only had the core gameplay loop and was lacking any replayability and progression. So we spent those months adding just that:

  • Overworld Map
    • Embark on expeditions to retake the land claimed by the Ruin Fog
    • Weigh the risks of building up more settlements or advancing as quickly as possible
  • Unlock Tree
    • Unlock many new buildings and upgrades for those buildings
    • Try out many damage types and the effects of fusing two different ones
  • Guilds
    • Work with the guilds to put your people to best use
    • Your population is everything: who builds your towers, who you are protecting and who dies when your buildings are attacked
  • More Replayability
    • We added many more things to find in the fog, added more upgrades and reworked most of the UI for better usability

Our open playtest is live right now. We would love to hear your feedback and all the bugs you find (maybe that one a bit less but you know). You can sign up right here on our steam page: https://store.steampowered.com/app/3579410/Monuments_to_Ruin/

u/Hiplinc — 1 day ago
▲ 1 r/TowerDefense+1 crossposts

What if enemies could just destroy your maze?

I’m making Encave, a first-person base-defense game where you can build killrooms and defensive setups, but enemies can also destroy parts of the base and create new paths.

I opened the playtest today and would love feedback from tower defense players especially.

Does that sound like an interesting twist, or does destroying player-made paths undermine the fun of designing defenses?

Steam: https://store.steampowered.com/app/3246990/Encave/

u/Imagination-Port — 1 day ago
▲ 6 r/TowerDefense+1 crossposts

Published the first playtest version of my minimal tower defense game on itch

I'm working on this tower defense game with 2048-style merge mechanics. I've got ideas for more content, but I wanted to get the first playable version out to test the core gameplay loop and see what people think instead of just talking to myself.

https://jammyjin.itch.io/sweepshift

I'd appreciate any kind of feedback!

u/jammyjin_ — 2 days ago
▲ 88 r/TowerDefense+1 crossposts

I'm making a game where you defend your cult from attacks from the police

The game name is Cult Defense. What do you guys think?

u/Duc_de_Guermantes — 3 days ago

This guy just vibecoded a TD and named it the same way I named mine :/

This is the vibecoded post: https://www.reddit.com/r/TowerDefense/comments/1vqyz61/i_rebuilt_gemtd_the_legendary_wc3dota_custom_map/

This is MY post (one month ago): https://www.reddit.com/r/TowerDefense/comments/1ussvjx/i_made_a_free_browser_td_inspired_on_warcraft_3s/

I get that we are both getting inspired on the same custom game from Warcraft 3 and Dota 2, but the fact that it's the same name and also it's completely vibecoded (just take a look at the website, it's obvious if you've seen an AI made website before) feels a bit awkward, especially considering I released mine just last month. Even the post is written by an AI.

I feel like even the wording he used is copied from mine, perhaps he copy-pasted my post into an AI and it rewrote it with similar words.

My post: you place 5 towers but you choose only one, the rest turn into rocks that will shape the path of the mobs (...)

Their post: Place five random gems, keep one — the rest turn to stone and become the walls of your maze (...)

I reached out to him nicely, asking if he was willing to change the name of their game, and he just said "no thank you".

reddit.com
u/miguelmunteanu — 3 days ago
▲ 3 r/TowerDefense+1 crossposts

Trying a more manual take on tower defense!

Hey all! I’m the lead dev of a student team working on Time Stop Tower Defense, a game that experiments with a more manual approach to the genre.

Instead of having your towers aim at incoming enemies automatically, you have to actively redirect their projectiles toward the enemies (although they home once redirected) while also being mindful of your projectiles’ unique targeting, tower placement, and enemy positions.

Throughout each level, you can unlock upgrades like time stop (an early-game upgrade) that allow you to charge and release your projectiles all at once for large, controlled bursts of damage. Stopping time also generates a currency called “stored time,” which you can use to buy later upgrades and activate some abilities.

The game also has a story revolving around a strange inventor who is trying to recover lost time shards scattered across the land and repair his time-stopping sundial. The story progresses through gradually escalating arcs in a dialogue-free comic style.

We recently launched our first gameplay trailer (shown above!) and Steam page (linked below), and I’d really appreciate any feedback on the game’s concept, mechanics, visuals, or anything else before we launch our first demo later this year. Thanks for stopping by!

https://store.steampowered.com/app/4903720/Time_Stop_Tower_Defense/

u/Supp_5 — 2 days ago
▲ 3 r/TowerDefense+1 crossposts

Our New VS. Our Old Capsule Art -- What do you think?

We just updated all of the graphical assets on our steam page!! I think this new art better captures the pixel art style of the game, as well as the dual dimensions that you play on.

Looking for affirmation that this new piece is better! We are confident but want to make sure our players think so too!

u/BlackLightGames — 2 days ago

I rebuilt GemTD — the legendary WC3/Dota custom map — as a native iPhone/iPad game. Free beta is open.

If you played Warcraft III or Dota customs back in the day, you might remember Gem TD — the maze TD where you don't choose your towers or your maze: every round you place 5 random gems, keep one, and the rest turn to stone and become your walls. Bad luck isn't wasted — it's bricks. You carve the longest, cruelest road you can, then hold it for 50 waves.

I loved that game enough that I spent the last year rebuilding it from scratch, natively for iPhone and iPad. Not a port, not a web wrapper — Swift + SceneKit, built for the hardware.

What's in it:

- The real Gem TD loop — 5 random gems a round, keep one, the rest become maze. Every craft recipe is faithful to the original values (I extracted them from the actual game files rather than guessing).

- 71 craftable towers & traps — the classic gem-combine recipes plus the Pedal tree: walkable pressure-plate traps that root, stun, and panic whatever steps on them.

- 67 hand-built creeps across 50 waves — flyers that ignore your walls, invisible stalkers, evasion,spell immunity, and bosses that punish leaks hard.

- No ads, no energy timers, no IAP nonsense. Single-player, works offline, just the game.

The beta is free on TestFlight (iOS 17+): https://gemmazetd.com

There's also a full browsable codex of every gem, tower, trap and creep if you want to judge the depth before installing: https://gemmazetd.com/codex.html

I'm a solo dev actively shipping builds weekly, and beta feedback genuinely steers what I build next the last few updates (trap mechanics, performance work, balance) came directly from tester reports.

If you try it, I'd love to hear where your maze died.

Happy to answer anything about the game or how it's built.

u/blondfrogs — 3 days ago

Complex TD's

Hello guys,

I was wondering do you have any interesting td similiar to You Td from wc3? I wanna have more complex towers with buffs,debuffs not just arrow tower,cannon tower,multishot etc.

Some TD i enjoyed recently:

Nordhold,tower dominion,omd,btd6,monsters are coming,kr: vengence

reddit.com
u/Gandrinjo — 4 days ago
▲ 181 r/TowerDefense+6 crossposts

Ребят, я знаю, что похоже на Plants vs Zombie, но, клянусь, это другое!

Само-собой это далеко не ГТА6, но я правда стараюсь!

Работаю 100% в соло в свободное от работы время. Буду честен - это такой плотненький ремейк одной из моих первых игр (да, да, еще на Флеше). Тут я подтягиваю визуал до 4к, эффекты на классненьких сочных шейдерах, сам пишу и внедряю всякие классные (на мой взгляд) системы, типа редактора волн врагов, звукового "движка" и т.п. И это при том, что я не программист (юзаю ИИ только для решения конкретных затыков - никакого вайбкодинга и тп).

Суть игрушки проста, но скоротать весело вечерок точно сгодиться!

Задача - умело комбинировать героев с уникальными способностями и весело уничтожать толпы зомби, мутантов и еще всякой нечисти - всё, как обычно, ради спасения человечества!
Продвигаемся по карте на крутом зомби траке, сталкиваемся со случайными событиями (полезными и не очень), побеждаем боссов и лутаем ресы для прокачки.

Конечно, в своё время (в те самые бородатые годы) я наверняка вдохновлялся PvZ, но всё-таки старался привнести что-то новое. Игра не Tower Defence, а скорее тактический экшен с менеджером команды.

Как вам? Сейчас готовлю билд для плейтеста. Но работы еще потеть и потеть:)

Вот тут страничка в Steam: https://store.steampowered.com/app/4266750/Super_Special_Squad

u/mambasa_darkvam — 5 days ago
▲ 87 r/TowerDefense+1 crossposts

Ranking (Almost) Every TD Game v0.5.0 (W.I.P.)

Edit: Didn't realize how blurry Reddit was going to make things. I'll make it easier to read next time.

Currently have 170/852 games rated just fyi. Ratings are bound to change. The game categorization and filtering sections (Device/Classification/Structure/Presentation) are a work-in-progress addition.

Things to Note:

  1. The games aren't fully rated for how they are as TD games, that's why a lot of hybrids that lack as TD games but are exceptional games are higher.
  2. Games are rated based off their present not their primes unless stated.
  3. Some games are rated for how they were in their "Primes", I will not be adding more, and these will most likely be removed in later updates.
  4. A lot of the games in the list are hybrids. If the main focus of the game is defending a base or something like that odds are I'm probably fine adding to the list though there are some things I won't add (ex. MOBAs)

Criticism:

  • If you have criticism or something you think should change present an actual rating change suggestion with reasoning to back it up.
  • Don't just say "Raise x game to x tier" or anything like that.
  • Don't expect the ratings to be perfect, I do most of this via research and others' reviews not my own experience (I've only played 100-150 different td games) so please lmk if there's something noticeable I should change.

Ratings are done via a weighted system:

  • 25% Gameplay - How fun, engaging, deep, responsive, mechanically satisfying, etc. the game is.
  • 15% Balancing - Quality of difficulty, power balance, viable strategies, enemy/tower balance, etc.
  • 10% Grinding - How much unnecessary/repetitive grinding the game requires. If the grinding doesn't feel awful even if its fairly long it won't be penalized as much.
  • 10% Quality - Visuals, animation, sound, music, presentation, etc.
  • 5% Unit/Enemy Kit Design - Quality, variety, synergy, and interestingness of units/enemies.
  • 5% QoL - Convenience, interface, controls, accessibility, friction reduction, etc. Mainly just QoL features and the friendliness of gameplay itself.
  • 5% Content Amount - Quantity and variety of meaningful content.
  • 5% Friendliness - F2P, casual, and general user-friendliness.
  • 5% Owner/Dev Team - Developer quality, communication, support, update frequency, etc. Owners that were good in previous games doesn't mean they'll get a high score in future games.
  • 5% Bugs - Severity/frequency of bugs, performance issues, and technical problems.
  • 5% Impact - Historical/genre influence and significance. Being impactful in a previous game in the series doesn't mean future games will be too.
  • 5% Upgrades - Quality/depth/meaningfulness of upgrade systems.

If you have any suggestions feel free to leave them in the comments. I plan to post an update weekly most likely.

u/Various_Quit_4493 — 5 days ago

Balancing vs. Fun: We might have overshot the "splash" attribute a bit...

Hey everyone,

We’ve spent the time since our last update on balancing Cursed Soulless Vagabonds.

You might have saw in one of our other posts, that duplicate weapons can scale the attributes. Plus there are synergies to get more powerfull.

Well, we might have overshot the target during our latest balancing.

We ran a playtest with a level 60 character and checked the “splash” attribute specifically.
It’s so huge now that enemies don't even make it onto the sceen. If we leave it like this, our 3-minute runs are going to turn into 3-second runs! - just exaggerating to make the point clear.

We're curious about your preference: do you enjoy reaching a point where your build is so strong that you can just stand still and watch everything melt, or do you prefer the game to keep challenging you all the way to the end?

u/DarTin20 — 3 days ago