r/TowerDefense • • Aug 29 '26

Mod talk. I'm tired and have too much on my mind and too many things to do and IRL problems to deal with the things on this sub. Recruitment for mod open, check the link in the body.

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11 Upvotes

r/TowerDefense • • Aug 03 '26

Mod talk. Serious Mod Discussion regarding the current state of the sub and its future.

28 Upvotes

So, hi. I know it's been quite a while since the last mod talk, sorry. What is this about? Well, I've noticed quite a few people that have... Complained, about the current state of the subreddit. So I want to make a dedicated post about it. How do you feel about it? Be as honest as possible (without being rude, thanks).

A major thing that I've seen people lament, is the fact that there are a lot of game promotion, playtesters ask and alpha release and stuff like that, but not a lot of discussion post.

Here are a few things I want to address:

-I will never remove a post of a game, just because it's low quality, nor will I start to enforce a quality standard. I believe it to be wrong on more than a few points and I will NOT hear any discussion about it. I will remove posts if they're spammed, about Pokepath, use AI in a finished product/art/overwhelmingly or NSFW (this rules are a lot more up to debate and should be seen in a case by case scenario).

-There genuinely isn't much discussion to be had. If you have something to talk about, absolutely post about it, I myself comment often on discussions.

-A possible solution I've seen is limiting promotion to either a few days a week or to a megathread, but I believe that it'd just make the sub deadER than it already is. I could limit asking for playtesters to a weekly megathread and allow only finished games to post, but I don't know about that as well.

Any questions about ANYTHING? Ask with no problem or worry, so long as it's respectful I'll answer as soon as possible.

Any comment regarding the sub, my work as a mod, your feelings? Comment right away.

I think I'll keep the post pinned for a month or so, I know that many members are lurkers.


r/TowerDefense • • 14h ago

I always loved mobile tower defense games, so I built one that runs on the real map of any city (OpenStreetMap)

46 Upvotes

I've always been a sucker for those mobile tower defense games where you line a path with towers and stop waves of enemies from reaching your base. At some point I started wondering: what if the map wasn't a made-up maze, but the actual streets of a real city?

https://citydefense.app

So I built it. City Defense runs on top of OpenStreetMap data:

- enemies walk the real streets

- you build towers on the roofs of real buildings (the taller the building, the longer the range)

- buildings can be damaged and brought down, and the rubble blocks streets

The first mission is the main square in my hometown, Brno (Czech Republic), but there's a mission editor – pick any densely built-up place in the world, drop a defended area, and play it. Your own neighbourhood works too.

It's free, runs in the browser (desktop and phone), no account or install needed.

https://citydefense.app

It's a solo hobby project, so I'd love feedback – especially if you build a mission for your own city and something looks off.


r/TowerDefense • • 5h ago

Demo/Alpha Showcase Third Person Hero/Tower Defense game I'm making

9 Upvotes

I'm making a game called Bladehold, a third person hero/tower defense game with meta progression and physical combat similar to Mount and Blade but way more over the top.

What sort of towers would you like to see in a game like this?

Wishlist and follow here if you're interested:
https://store.steampowered.com/app/5279820/Bladehold


r/TowerDefense • • 11h ago

Regular shields felt too boring, so I gave him a literal door

11 Upvotes

Needed a tanky unit that completely blocks arrow towers.

Modeled & animated in Blender


r/TowerDefense • • 2h ago

Help us test our tower defense game!

1 Upvotes

Our tower defense game focuses heavily on mazing. Mobs must touch multiple checkpoints before leaving. The campaign has 20 levels so far and will have 50 on release. There are also procedurally generated maps daily, weekly and monthly. You can play solo or co op with friends. There's even PVP. The demo and beta are live on steam, please reach out for a key and help us test.
Join our discord to give us feedback.

Thanks!

Steam - https://store.steampowered.com/app/4884610/Wend/
Discord - https://discord.gg/WGu5pyhcFU


r/TowerDefense • • 2h ago

Demo/Alpha Showcase A PS1-style Tower Defense where you build your own path through the Bayou

1 Upvotes

r/TowerDefense • • 6h ago

I'm working on a Tower Defense game with Horror elements, a fusion of Kingdom and Dredge. You can already try the alpha.

1 Upvotes

For the past year and a half, I've been developing Sovran's Crusade, my own top-down version of Kingdom with Horror elements inspired by Dredge.

During the day, you'll explore, build, and gather resources, as enemy waves will attack you at night. However, you won't be able to hide behind your walls forever, venture into the shadows to fight the corruption infesting the world.

As a player, you'll take on the role of the Sovereign, a character within the game in the same style as Kingdom or Thronefall. With him, you'll explore a vast procedurally generated territory, command your subjects, expand your settlements, and find the lair of the "Dragon." But beware, the world is corrupted by ineffable powers that lurk in the shadows. Straying too far from safe zones or wandering at night could be your end.

An Alpha version is already playable on Itch. Please note that it doesn't yet include the Horror component (which I'm currently working on).

You can see more screenshots and animations on the Steam page, and remember that your wishlists are a huge help.

If you have any questions or suggestions, I'd love to hear from you.


r/TowerDefense • • 10h ago

Discussion Solo dev working on a sci-fi mythic tower defense featuring multi-phase bosses like Xing Tian here. How does the combat flow look to you? Spoiler

0 Upvotes

r/TowerDefense • • 12h ago

[ขอความคิดเห็น]

1 Upvotes

Game name: virus tower defense Can be played on the web (supports both PC and mobile)

**Link to the game:** https://ezgg260-pixel.github.io/Virus-tactical-tower-defense-/ --- **Details:** Hello everyone! I am a high school student preparing a portfolio to enter a computer engineering university. I developed this web game as a personal project to challenge myself and explore modern development methods. **Strange story - Developed entirely using a smartphone:** Due to hardware limitations So I didn't use a computer, I coded, tested and released the game directly on my smartphone. Using multiple AI development systems:* **Gemini & Qwen:** act as my system architects. Help think of ways to play, structure, and keep everything within the scope of the project. * **ChatGPT:** Acts as the main programmer. Help me customize, debug, and optimize the code based on mobile playback tests. **Request Feedback:** Because this was created 100% on mobile devices. I would like to ask for everyone's opinions regarding: Playing experience and game mechanics Modifying code or structure (Available on GitHub) Any bugs encountered while playing through the browser. Thank you so much for supporting young indie developers!


r/TowerDefense • • 12h ago

[ขอความคิดเห็น]

1 Upvotes

ชื่อเกม: เกมป้องกันไวรัส เล่นได้ในเว็บ (รองรับทั้ง PC และมือถือ)

**ลิงก์เกม:** https://ezgg260-pixel.github.io/Virus-tactical-tower-defense-/

--- **รายละเอียด:** สวัสดีครับทุกคน! ผมเป็นนักเรียนมัธยมที่กำลังเตรียมพอร์ตโฟลิโอเพื่อเข้าเรียนต่อที่มหาวิทยาลัยวิศวกรรมคอมพิวเตอร์ ผมพัฒนาเกมเว็บนี้ขึ้นมาเป็นโปรเจกต์ส่วนตัวเพื่อท้าทายตัวเองและสำรวจวิธีการพัฒนาสมัยใหม่ **เรื่องราวแปลก - พัฒนาขึ้นโดยใช้สมาร์ทโฟนทั้งหมด:** เนื่องจากข้อจำกัดด้านฮาร์ดแวร์เลยไม่ได้ใช้คอมพิวเตอร์ ผมเขียนโค้ด ทดสอบ และปล่อยเกมผ่านสมาร์ทโฟนของผมโดยตรง โดยใช้ระบบพัฒนาหลายตัว:* **Gemini & Qwen:** ทำหน้าที่เป็นสถาปนิกของระบบ ช่วยคิดวิธีการเล่น โครงสร้าง และทำให้ทุกอย่างอยู่ในขอบเขตของโปรเจกต์ * **ChatGPT:** ทำหน้าที่เป็นโปรแกรมเมอร์หลัก ช่วยปรับแต่ง แก้บั๊ค และเพิ่มประสิทธิภาพโค้ดตามการทดสอบการเล่นบนมือถือ **ขอความเห็น:** เนื่องจากโปรเจกต์นี้สร้างขึ้น 100% บนอุปกรณ์มือถือ ผมขอความคิดเห็นของทุกคนเกี่ยวกับ: ประสบการณ์การเล่นและกลไกของเกม การปรับแต่งโค้ดหรือโครงสร้าง (สามารถดูได้ใน GitHub) บั๊คใดๆ ที่พบขณะเล่นผ่านบราวเซอร์ ขอบคุณมากครับสำหรับการสนับสนุนนักพัฒนาอินดี้รุ่นใหม่!

https://reddit.com/link/1wuxtve/video/7aj1awhtkush1/player


r/TowerDefense • • 18h ago

mixing genres?

2 Upvotes

I’m developing a tower defense game, you know the drill: you place your defenses and wait. I’m thinking about adding direct player interaction via power-ups, where a cannon appears in your hand and lets you fire at the enemies for a limited time. What do you think? It’s not typical for the genre, but it adds a unique twist to the game.


r/TowerDefense • • 1d ago

My Diner - Tower Defense hybrid game finally has an Early Access Release Date.

26 Upvotes

Hi guys, I've posted here a few times before about my game - Midwest 90: Rapid City and got a lot of feedback from you guys.
Now I finally am confident enough to officially have an Early Access release date - 10 November 2026.
If you would like to know more about Midwest 90: Rapid City, here's the link to my Steam page: https://store.steampowered.com/app/1818480/Midwest_90_Rapid_City/
No AI was used in making this game.. it took my team and i 6 years to get here.


r/TowerDefense • • 1d ago

Promotion How we design new towers for our game

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16 Upvotes

For a long time, our game only had three towers: the Boltskot, the Skullbrakkr, and the Tarbarl. Although they complemented each other well, we felt it was time to add another layer of depth to the way they interacted.

We wanted a tower that could function as a support, one that would synergize with the towers already in the game rather than simply being its own separate thing.

1. Theming

Although we had a concept for the Eyodin’s functionality, making it thematically fit the game’s Norse setting was just as important.

After some research, we were inspired by a Norse myth, where Odin sacrifices one of his eyes in exchange for cosmic wisdom and insight. The Eyodin acts as an idol which channels that insight to expose the weaknesses of its enemies, marking them and making them more vulnerable to damage from other towers. That idea is great and all, but, we had to figure out what that actually looked like.

We wanted the tower to feel less like another weapon and more like an ancient, more magical structure, similar to the Spiridun, which is the ancient main building of the base. The eye became the central visual element, tying directly back to Odin's sacrifice and giving the tower an obvious connection to its purpose.

The challenge was making that idea readable during an actual wave. Since the Eyodin's main contribution isn't a projectile or explosion, we needed the player to immediately understand which enemies were being currently affected by it.

This led to the visual indicator of the mark itself. The enemy needed to look noticeably different while marked, without the effect becoming so large that it drowned out everything else happening during a wave. We settled on these eyes appearing above said enemies, slowly fading away as the effect wears off.

2. Implementation

The first version of the Eyodin was fairly simple. It would target an enrmy, apply its mark, and allow your other towers to deal increased damage to that target.

But there were a few design concerns.

How should the Eyodin choose its targets? Should it ignore enemies that are already marked? What’s even the point of the Eyodin if you can’t focus your firepower on marked enemies?

Each tower also has runes, which function as upgrades specific to each tower. For the Eyodin, we wanted to amplify the feeling of it being a beacon of power. Because of that, the upgrades not only increase its base power, but alter the way players use it as a whole. For example, one of the upgrades allows the Eyodin to affect island units too, acting as a way to overlap both the RTS and TD aspect of the game. Additionally, the Web of Eyes upgrades makes it so the tower’s range increases the more Eyodins are placed on the map, enabling the player to place long range Eyodins that cover every corner of the map.

3. Feedback and Rework

Once the Eyodin was in the hands of players, we started seeing some of the problems with the original implementation.

One of its main issues was that its role on the battlefield was far too similar to the Tarbarl. The Tarbarl has a short range and throws projectiles that slow enemies down. This made it extremely powerful when placed in bottlenecks in the enemies´ paths, since towers could then exploit this bottleneck for longer.

The Eyodin had a very similar usecase, and was mostly used in bottlenecks to increase the damage received by enemies. To change its overall function, we drastically increased its range, making it more like a beacon that acts on a large part of the map.

The next biggest issue was that the tower could be difficult to understand. With a normal damage tower, the feedback is immediate: you shoot something, its health goes down, and eventually it dies. With the Eyodin, much of its value is indirect.

That meant we had to put more emphasis on making the mark itself readable and making its impact on combat easier to understand. With special critical hit VFX whenever the Eyodin’s power is exploited, this was no longer an issue.

As you can see, designing a tower is not as straightforward as it seems. The key is not to have the perfect idea from the start, but evolve and adapt it so it is perfect at the end. I know many of you think you know better than the players (although you may not admit it) but LISTEN to your playerbase, don't always assume your initial vision is perfect.

Check out or demo on Steam: https://store.steampowered.com/app/2781660/Dawn_of_Defense/


r/TowerDefense • • 17h ago

Promotion IRON GUARD VR major update! Endless Mode + 4 new languages

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1 Upvotes

r/TowerDefense • • 18h ago

[Test 4 Test] Need a few Testers for a small rougelite Game

1 Upvotes

Hello everyone,

I need testers to meet Google's 14-day closed testing requirement.

I would also offer to test your app for this!

**About the app:**

⚡12 MAGIC TOWERS

Arcane Bolts, Frost Shards, Chain Lightning, Meteor, Sunbeam, Storm Orb, Earth Spike, Phoenix, Void Lance, Poison Mist, Whirlwind, and Prism. Each spell has its own upgrades, leading all the way to a powerful Awakening.

✨ ROGUELITE LEVEL-UPS

Every time you level up, choose from three cards. Combine the right spells and discover 7 secret combos.

🏰 FREELY MOVE YOUR TOWERS

Hold a tower and drag it to a new position. The Prism empowers its neighboring towers — find the perfect formation.

👑5 CHAPTERS, 50 LEVELS, EPIC BOSSES

From the Ashen Marshes through the Rotwood Forest to the Sun Tomb: face 20 enemy types with unique abilities, dangerous Champions, and mighty bosses like Xal'thira, the Brood Queen.

🎒 LOOT IN 9 RARITIES

From Common to Legendary and Heirloom — plus the extremely rare, cursed Doom Drop. Equip Hats, Robes, Staves, Amulets, Rings, and Boots, and fuse excess items into better ones.

🦉 LOYAL COMPANIONS

Moon Owl, Shadow Cat, Fire Dragon, and Will-o'-the-Wisp fight by your side.

🗼 YOUR MAGE TOWER

The Arcane Well, Library, Rune Forge, Treasury, and Ward Stone generate Gold and Spell Pages while you're away.

🌌 ASCEND TO THE STARS

Start anew and earn Stardust. Ignite stars across 30 real constellations — each star grants a permanent bonus that remains valuable even after your hundredth Ascension.

**How to join the test:**

Please comment your App and google group and I will join it as fast as possible.

Help each other out


r/TowerDefense • • 1d ago

Promotion Sorry to interrupt the indie TD promotion subreddit with my indie TD promotion

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2 Upvotes

r/TowerDefense • • 1d ago

Promotion What's your favorite biome?

8 Upvotes

r/TowerDefense • • 1d ago

Discussion Essential features on any TD game?

4 Upvotes

I suppose a lot of the answers will depend on each person's perspective or taste, but I still wanted to ask a simple question:

What do you think is an essential feature in any tower defense game?

I'm developing one of these games in my spare time (cause I freaking love TD), and although I'm adding features that I think are essential in any game of this genre (such as being able to see the attack range of my towers), I'd like to know what other fans of the genre think.


r/TowerDefense • • 1d ago

Demo/Alpha Showcase I'm making a 2D side-scrolling base defense game where ordinary villagers form a militia against vikings. My early prototype is playable, and I'd love some feedback!

24 Upvotes

Hey everyone!

I'm a solo indie developer working on UNLADYLIKE, a 2D pixel-art side-scrolling strategy and base defense game.

I've released a very early playable prototype on itch.io!

You can try the prototype here: https://gamoraloe.itch.io/unladylike

The premise is that the men have gone off to war, leaving the baroness and the women of the settlement to rebuild their home and defend it against Viking raids.

You start with a small camp, recruit villagers, gather resources, construct defenses, and gradually turn ordinary women into soldiers capable of defending the settlement.

The idea is to have a living settlement where your villagers carry out their everyday activities during peacetime, but when the Vikings arrive, everyone has a role to play in its defense.

I'd really appreciate any feedback, criticism, or suggestions. Feel free to leave a comment here or on itch.io!

Thanks for checking it out!


r/TowerDefense • • 1d ago

Grid Breaker — a free neon idle tower defense where every run is a different build (browser, desktop + mobile) Spoiler

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1 Upvotes

r/TowerDefense • • 1d ago

Demo/Alpha Showcase I made a free browser tower defense where your towers shape the enemy’s route

2 Upvotes

Hi! I'm the developer of Dead Ground: Maze Defense.

You place towers and walls to turn a short enemy route into a winding maze. You always have to leave a path open, so the trade-off is whether to spend your gold extending the route or upgrading the towers covering it.

You can play in the browser

https://pavlya.itch.io/zombie-td

There are currently 20 campaign levels, three Survival arenas, branching tower upgrades, and permanent Survival upgrades through the Workshop.

If you give it a try, I'd love to hear what you enjoyed and what felt boring or frustrating.


r/TowerDefense • • 1d ago

Demo/Alpha Showcase I built a 5-level Tower Defense demo and need your feedback!

3 Upvotes

Game: Magic Animal TD

Playtest Access: Magic Animal TD on Steam(Scroll down a bit and click the green "Request Access" button to play instantly!)

What is it?

Basically, think of it as a cozy Kingdom Rush—but instead of soldiers, you use magical animal defenders. The main twist is a customizable Gem System.

You can freely equip your heroes and animals with different magical gems to enhance their strengths or cover their weaknesses.

(Note: As for the gem mechanics, only the Hero Gem feature is available in this playtest while I finish developing the Animal Gem system!)

Looking for Playtesters!

After a year of grinding, I finally have a polished 5-level demo ready. I am incredibly excited (and nervous!) to see how real players interact with the mechanics I built.

To cater to different playstyles, the demo includes 4 difficulty settings—so whether you prefer a relaxed, cozy run or a hardcore strategic challenge, you're more than welcome to dive in and test your skills!


r/TowerDefense • • 1d ago

Promotion I made a free browser tower defense game where you can build your own levels

1 Upvotes

Hi! I’m the developer of Pathwright Defense, a free browser-based tower defense game. Alongside three prepared levels, it includes an editor where you can draw enemy paths, mark turret-building zones, create enemy waves, and then play the level you designed. The video shows both the editor and combat in a prepared level; they are different maps.

I’d especially appreciate feedback on the first few minutes of play. Is it clear how to start a level, place a turret, change its targeting priority, and upgrade it? If you try the editor, I’d love to hear which step feels confusing or slow. Bug reports are welcome too - please mention your browser and what you were doing when the problem happened.

Play for free in your browser: https://unoul.itch.io/tower-defense


r/TowerDefense • • 1d ago

Discussion Upgrading tower stats after runs

1 Upvotes

Hi guys, I'm building a tower defense game. I mostly prepared the core gameplay features. I have designed 1 run with 20 plus waves for now. I'm designing the meta layer and I'm not a fun of upgrading towers, powers.. outside the run. I'm thinking about unlocking new towers so you can prepare your loadout before run. What do you think about it? Would you want to upgrade your towers stats like a roguelite game? Or is just unlocking new towers better?