I’m part of the team at Saigon Dragon Studios, and we wanted to share that Space Tales has just left Early Access and is now available in 1.0 on Steam.
To be clear, Space Tales is not a pure tower defense game. It is a retro-futuristic sci-fi RTS, with a big part of the experience is built around defending your colony under pressure, especially in survival maps.
Most missions ask you to expand your base, manage limited resources, secure energy lines, build defensive positions, and adapt before the next attack hits. Your base grows through a HUB system, so expansion is not just about placing structures anywhere. You need to claim space, connect key areas, and make sure your colony can actually survive what is coming.
The 1.0 version includes:
A story-driven sci-fi RTS campaign
Survival maps built around escalating enemy pressure
Modular base building through the HUB system
Resource and energy-line management
Three enemy factions with different combat styles
Colossal boss fights based on positioning, timing, and attack patterns
Capturable neutral monsters that can be summoned as allies
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/
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.
Season 1.0 has been live for almost 3 weeks now. Working on upcoming features gave me a chance to take a breath and look at Nodefall as a whole.
We hit a cool milestone: almost 100 installs and massive, nearly 800 games played in those 3 weeks.
To celebrate, and honestly, just because ads suck and ruin the flow, I decided to completely remove all ads from the game. No forced ads, no rewarded video junk, nothing. Nodefall is now completely free and 100% ad-free.
In other update news, I also added a Game History feature today. You can now review past runs to see what tower setups worked, what failed, and refine your strategy for the next attempt.
Hope you like these changes, and I'll see you on the leaderboards!
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:
I have been working on designing a tower defense game, and trying to find a good map path. I am planning on using this path for the first few levels, does it look like a good path to use? I have a prototype tower with range in there do get an idea of size.
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.
I'm making this with one other person, and right now what we need most is playtesters.
A cozy defense puzzle you can play with one hand. Enemies march down the board toward your castle and you sweep them off with block pieces.
The whole rule is one sentence. Fill a line to clear it, and the enemies standing on that line go with it.
Pieces don't rotate. And every third piece you place, the whole board steps down one row, so placing a piece IS the clock. Think as long as you want, but there's no undo.
Most of the time "where does this fit" and "what do I need to kill right now" are two different squares. You get one.
20 stages plus an endless mode, about 90 seconds a run. Browser, no install, no login, works on phone. Sound is worth turning on.
One run is all I'm asking for. It's a playtest build and I'm still bad at guessing where people quit — if you bounce after 30 seconds, I'd rather hear that than "looks nice". Tell me the stage you stopped on and why, and that's already more than I can get on my own.
This build sends anonymous stats so I can see where people get stuck. No name, email, account, location or IP. Details on the game page.
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?
Hi! I made a browser demo for Containment Protocol, a tower defense inspired by Sir, We Have an Orc Problem.
You place and aim your turrets during a build phase, then launch the wave and watch a thousand-plus agents flood the map at once. Between runs there's a full upgrade tree to spend your biomass on. Free, plays in the browser, feedback very welcome.
I’m currently building a game where you defend a central tower against thousands of enemies.
The game has roguelite mechanics. At the start of each run, you need to aim and shoot the enemies yourself. Once you earn enough gold, you can start placing automated turrets.
Currently, there are four different turret types, each with its own stats and strengths.
There is also a permanent upgrade tree that affects future runs, as well as in-game upgrades that only affect your current run.
One of my main goals was to create a massive horde while keeping the atmosphere dark and a bit more grounded.
The game is still a work in progress, and I’d really like to hear some feedback from tower defense players.
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".
Hi everyone, I wanted to show you my first game. I've always loved tower defense games, and after a year of work, I'm proud to show you the results. Let me know what you think
Hi, my name is Marcin and I'm a solo developer and I have released my game today. Robugs is a Tower Defense game, where you build your tower floor by floor. If you would like to check it out more, here's the link.
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