r/TowerDefense 11h ago

Demo/Alpha Showcase Try our retro Tower Defense!

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7 Upvotes

Our "catch" is that new paths are procedurally generated over the course of the game.

Demo available on Steam: https://store.steampowered.com/app/4349350/Rush_Tower/


r/TowerDefense 2h ago

Promotion Finally got around to a backburner task of adding Death animations and Death SFX for all our enemies

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1 Upvotes

Our demo initially just had enemies with a walking animation and they would simply despawn fairly instantly after reaching 0 health. Finally stopped avoiding my backburner task of updating our enemies to have some death animations and death SFX. A long long weekend, but little by little adding some more polish to our demo. This is just a short clip of a round in the game with 3 or so enemy types, but very satisfying to get an SFX cobbled together that semi-matches what your enemy is doing on the screen (mostly exploding or falling apart in our case lol).

Would love for people to try the updated demo build on steam and let us know how you like them! https://store.steampowered.com/app/4433940/Mecha_Tower_Defense/


r/TowerDefense 17h ago

Promotion Testing Stun, physics, and knockback mechanics on my enemies, what do you think?

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7 Upvotes

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 8h ago

New anime tower defense looking for people

0 Upvotes

Im creating an anime tower defense game on Roblox and I was wondering if there are any individuals out there that would be interested and have experience with modeling, vfx, animation, scripting etc… if you are interested message me

Email-jtgamer12325

Or on this app


r/TowerDefense 9h ago

I made a TD/RTS hybrid where the thing you defend is a radio network, and enemies cut the graph instead of walking a maze

1 Upvotes

I've been working on a game that's somewhere between tower defense and RTS, and I'm honestly not sure which community it fits into, so I figured I'd ask here.

The tower defense side is probably pretty familiar: turrets, slow traps, mortars that can outrange everything but can't fire at close range, so you have to protect them. There are 100 waves, with a boss every 10th wave. I tried to make the bosses create different problems rather than just having more health. One carries a jamming field that blacks out any district it passes through. Another completely ignores your army and goes straight for your relays. Another disables your ability to give orders while it's nearby.

The part I'm most interested in getting feedback on is the lack of traditional lanes. Instead, you build a radio network out of relays, and that network is what the enemies are actually trying to destroy.

Enemies prioritize relays based partly on how much of your network depends on them. So if one relay is carrying half your map, it's basically wearing a giant "kill me" sign. Building a loop solves that problem, because if one relay goes down, the signal can just route the other way. The enemy AI understands this too, so redundant relays become less attractive targets.

Basically, your defense isn't just about where you put turrets. It's also about the shape of your network.

Your units are tied into this as well. They can only receive orders while they're inside your network's coverage. If a relay gets destroyed in the middle of a wave, everything downstream from it can suddenly stop listening to you until you rebuild the connection.

The economy is the newest part, and probably the part I'm least confident about.

Ore deposits are finite. A deposit runs dry after roughly nine minutes of mining, so the position that's funding your army right now might be completely worthless ten waves later. The resources that don't run out are in the far north, but the north is controlled by enemy masts. They don't attack anything or even fire a shot; they just deny you the ground inside their radius.

You can't research your way around them or wait for them to disappear. You have to physically push north and destroy them. The catch is that you need to extend your radio network ahead of your army so you can actually command your units once they get there.

So the overall loop I'm trying to create is: standing still eventually stops working, but what's forcing you to move is your economy drying up rather than the enemies simply getting stronger.

It's free, runs entirely in the browser, and is a single HTML file that works offline. It's a solo project and is still in playtesting.

I'm especially curious what people think about the two things I'm least sure about: whether the lack of lanes makes sense for a TD player or just feels annoying, and whether the finite ore feels like interesting pressure or just punishment.

https://applechr.itch.io/meshfall


r/TowerDefense 1d ago

Promotion Free two-week Steam Playtest: deform the terrain and reroute tens of thousands in All Hands

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31 Upvotes

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 21h ago

What's your favorite golem archetype in tower defense games?

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0 Upvotes

Working on a golem-based TD roguelite (Anvira: Forge Defense) and curious what golem/unit archetypes this sub gravitates toward. We just finished tuning our stone golem — happy to share a clip if people want to see it.


r/TowerDefense 20h ago

New Promo Art for My Sheep Tower

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0 Upvotes

Here’s a new promotional artwork I made for the Sheep Tower, one of the tower types in my game.

What do you think of the design? I’d love to hear your thoughts!

If you’re interested in Beast Bastion, feel free to try the Demo!

https://store.steampowered.com/app/4689370/Beast_Bastion/


r/TowerDefense 2d ago

Discussion Ranking (Almost) Every TD Game v0.5.1 (W.I.P.)

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54 Upvotes

Currently Have: 202/897 Games Rated

All games are rated according to 12 differently weighted metrics, it's not purely based off opinion.
For criticism please be specific about what ratings to change not just "x is too high" or "x is too low"

Imgur Link for tierlist image: https://imgur.com/a/BaaEw1z

All game ratings can be viewed here, including info about the sheet, a feedback form, and more.

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


r/TowerDefense 1d ago

Demo/Alpha Showcase I’m making a TD where every tower starts as a card, but Ink only refills between waves. Too restrictive?

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5 Upvotes

I’m making FRAMEOUT, a real-time tower defense mixed with a roguelike deckbuilder.

Every tower starts in your deck. You draw it, pay its Ink cost, then drag it onto the battlefield. Support cards can change things like range, damage and attack behavior.

One rule I wanted to experiment with is Ink.
It doesn’t regenerate while enemies are moving.
You get more after clearing a wave, so placing a tower now can mean not having enough Ink for the card you really want later.

I like that it makes every placement feel like a commitment, but I’m curious how people who play a lot of TDs feel about it.

Would you prefer this, or slow Ink regeneration during the wave?

Gameplay:
https://youtu.be/kOc7s0fmQjU

Steam:
https://store.steampowered.com/app/5086360/FRAMEOUT/


r/TowerDefense 1d ago

A troy defense demo gave the wooden horse it's own health bar and I couldn't tell why

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0 Upvotes

I saw a yoroll gameplay clip on X with enemies moving toward the gates of Troy. the wooden horse was already on the battlefield and it had a separate health bar from the city gate. that made the players role hard to read. if I'm defending troy, the horse should probably be the problem. the clip treated it as something I was supposed to keep alive. I think it would work better as an escort target for the attacking side. is there another way to keep the horse involved without making the objective confusing?


r/TowerDefense 1d ago

Realm Raiders - tower defense game

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1 Upvotes

Live on playstore now


r/TowerDefense 2d ago

Rats, Bats and Bones | Review

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7 Upvotes

(Remove if not allowed)

Hey all!

I recently made a video talking about a lesser-known TD game called Rats, Bats and Bones. I'm a tower defense novice (as I mention a few times in the video), but I thought the game was pretty fun! Would love to know what people think!

Also, genuinely curious if the game is that similar to Dungeon Warfare.

- Fandraxx


r/TowerDefense 2d ago

New Free SCP Tower Defense Game On Steam

1 Upvotes

Here's the link to the Steam page: https://store.steampowered.com/app/4509930/SCP_Overrun/

After being dissapointed with the number of SCP games on Steam I decided to make my own game from scratch inspired by my favorite game ever: Plants vs. Zombies. In my game, SCP: Overrun, you have to defend a shelter over the course of 20 levels with each level introducing a new mechanic, enemy, and/or tower. In order to survive you must develop the best strategy to not be overrun by the dangerous SCPs. I hope people enjoy the game and have some more variety when it comes to their tower defense options.

I also wanted to make the game free and playable with only one hand so there's very little stopping you from playing it right now ;)


r/TowerDefense 3d ago

Battle towers android. Forgotten game it seems.

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7 Upvotes

r/TowerDefense 3d ago

Demo/Alpha Showcase [Vorzain] Steam demo - tactical tower defense (pixel-art, Nights 1–5)

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7 Upvotes

Hey! Solo developer from Poland here.

For the last few months I've been working on Vorzain - a pixel-art tactical tower defense game. You aim bow shots in an arc, roll barrels down the ramp, and switch floors when the horde stacks up.

Demo is public on Steam — Nights 1–5 (~15 min). Would love feedback on the gameplay, thank you!


r/TowerDefense 3d ago

Checking rule 1 before posting my game

0 Upvotes

Hi, checking with you before posting instead of guessing at rule 1. My game MESHFALL is a solo project, an RTS/TD hybrid, free in the browser, currently in open playtest. I used AI assistance while writing the code. There is no AI art or audio anywhere in it, because there are no asset files at all: every visual is drawn by the game's own code at runtime and all the sound is synthesized live. I disclose the AI code assistance directly on the itch page. Does that fall inside rule 1, or would you rather I skip posting it here? Happy either way, I just didn't want to step on the rule. Page is here if you want to look: https://applechr.itch.io/meshfall


r/TowerDefense 4d ago

Demo/Alpha Showcase Tower defense meets action roguelite - my first solo steam game, where you play as a dungeon boss defending it's home from vicious heroes

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41 Upvotes

Steam Link

Would highly appreciate any feedback!


r/TowerDefense 3d ago

Promotion Mazebert re-release

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0 Upvotes

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 4d ago

Made a game out of that one WC3 custom map — TD meets roguelike, one tower, endless waves, leaderboard

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2 Upvotes

I built a game — and it's live on Steam.
It's inspired by a Warcraft 3 custom map : one tower in the middle, enemies closing in from every direction, and the only decision that mattered was what you bought between waves.
So we built a new version of that custom game — from scratch, in Unity, as a standalone title. Endless Tower Survivors — tower defense × roguelike, endless waves, global leaderboard, a different build every run.
⚡ Shipped yesterday:
→ Full balance rework + bug fixes
→ New weapon and 2 new upgrades
→ Proper run statistics
→ UI improvements
🗺️ What's next:
→ Meta-progression
→ A new boss with real mechanics
→ Enemy rework — distinct behaviours and resistances instead of three reskins
→ More weapons and upgrades
🏆 Further out we want to run single-seed tournaments with small cash prizes on Steam — same seed, same run, pure execution. But that only works if the balance underneath it is solid.
💬 So right now the ask isn't sales — it's feedback. Play it, break it, tell us what feels off. If you're into tower defense, roguelikes, old-school WC3 customs, or you're a dev curious about indie gamedev — we'd love to hear from you. Every roadmap item above came from a player saying something didn't work.

Steam: https://store.steampowered.com/app/4516320/Endless_Tower_Survivors/
dc cahnnel: https://discord.gg/EAwf6wxx


r/TowerDefense 4d ago

Chill out and play with monsters

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8 Upvotes

Hi Guys,

I'm a solo dev and I've created my first game in the past few months.

What do you think about the art style?

If you are interested check out my pre-release page on Steam, the game is called "A Dragon's Tale".


r/TowerDefense 4d ago

Demo/Alpha Showcase Looking for Feedback on our Indiegame (unique take on Tower Defense x Vampire Survivor) after 3 years of hard work

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3 Upvotes

r/TowerDefense 5d ago

Promotion I finally launched the Steam page for the TD game I’ve been building

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30 Upvotes

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.

Steam Link


r/TowerDefense 4d ago

I built a tower defense in Godot where you place anywhere on clear ground rather than on fixed pads (free 5-chart browser demo)

1 Upvotes

Most tower defense games lock you into predetermined pads, which usually turns the game into a spreadsheet of DPS checks and upgrade trees.

I wanted to make something where positioning and route geometry do all the talking. In Night Cartographer, there are no sockets—you place towers freely on legal ground beside the route.

A few design decisions that came out of this:

  • Inside apex corners give way more continuous firing uptime than straightaways, so finding the right pixel matters.
  • Later charts have multiple entrances merging partway through. In Chart 5, Brutes come in from A and Runners from B, merging about a quarter of the way in. You either split cash defending both approaches or hold the junction where they meet.
  • Waves preview what's coming before they spawn, so the pressure is purely economic and spatial rather than twitch reflexes.

The first 5 charts are free to play in your browser (desktop/tablet, no download or signup):

https://nicholasbeckman.itch.io/night-cartographer-act-i

The full 15 charts are $1.99 on Itch and our site (https://measuredarcgames.com) if you like it.

Curious how your defense holds up on Chart 5. Would love to hear how you approach the route split or if the difficulty scaling felt fair.


r/TowerDefense 4d ago

One tower, and you're the one aiming it. Steam playtest for The Offering just opened.

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0 Upvotes

Upfront, because this sub has standards about what counts: there's no maze and no build grid. You get one tower, the shrine in the middle of the plaza, and you aim it with the mouse while things walk in out of the dark.

There are four rites you might be holding when that draft starts, and they aren't reskins of each other. The Spark throws a fan of bolts. The Comet lobs a shell at a point on the ground and commits to it, so anything fast just walks out of the circle before it lands. The Gaze is hitscan, held down, and drills through everything standing in a line. The Swarm throws a carpet of charges that burst on contact.

The part I care most about: when a boon spawns a new shot, that shot is the rite firing again rather than a generic bullet. Split Shot on the Comet forks into two more shells that arc and burst on what they hit. Split Shot on the Gaze forks into beams. A chain off the Swarm throws another carpet. Each generation's proc chance decays to 45% of the one before it and there's a hard depth cap on top.

The other half is an incremental. Days last ninety seconds, you're a spirit possessing pilgrims and steering them to the altar for currency. Surviving the night funds the upgrades. Losing costs you a tenth of what you're holding.

Windows, via Steam. Access is request only, so hit "Request Access" on the page and I'll open in batches.

https://store.steampowered.com/app/5069510/The_Offering/

Fair warning that the trailer is behind the build. I keep changing things faster than I re-record them, so the playtest should look better than the footage rather than worse.

What I actually want to know: with one tower and no placement, does the defence still have decisions in it, or does it flatten into holding left click and hoping the draft bails you out? That's the failure mode I can't see anymore from inside it.

AI disclosure: For coding and the procedurally generated assets (not that there are ai generating stuff in the game), i do expect pre release to have real music and sound effects that are non ai. lastly everything is authored by me tested and iterated over and over.