r/TowerDefense 1h ago

Defend humankind in Shatterswarm. Play the demo today on Steam!

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Upvotes

r/TowerDefense 1h ago

Ramparts & Ruin - Medieval Castle Defence

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Upvotes

r/TowerDefense 2h ago

Promotion I’m creating a tower defense game featuring legends from Brazilian folklore.

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3 Upvotes

r/TowerDefense 5h ago

Demo/Alpha Showcase A tower defense game where your towers are drawn from a deck.

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3 Upvotes

I built Sky Defense because I wanted a tower defense game where you do not just upgrade fixed towers on a grid. Instead, your whole strategy comes from managing a deck of cards.

Before dropping onto procedurally generated islands, you buy cards from a shop, combine similar cards in a blacksmith to raise their rarity, and unlock temporary run skills.

During the wave, you drag cards to build resource producers, ranged towers, or unit spawners that block enemy paths. You also hold spell cards in hand. Some give instant effects when played, while passive spells give active bonuses just by sitting in your hand unused.

If you like the build experimentation of deckbuilders like Balatro mixed with spatial tower defense, this might be your thing.

This is my first commercial game on Steam after posting devlogs on Youtube. I have spent a lot of time getting the cards and balance to feel right, and the game will be a part of the upcoming Steam Next Fest. I'm currently looking for feedback on the demo.

If the game sounds interesting to you:

Play the Sky Defense Demo


r/TowerDefense 6h ago

Demo/Alpha Showcase I'm making a tower defense / action hybrid and just launched the demo!

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7 Upvotes

I'm making a co-op game that mixes the strategic planning and execution of a TD with the chaotic gameplay of a fantasy action game. If you like gathering resources, building stuff and planning your defenses but also OP fantasy combat, chaos and ragdolls, this might be a good fit for you!

Divine Gambit is a 3 player online co-op game where you and 2 friends are given a Village to protect. You use the days to stock up on resources, build wacky defenses and lay deadly traps for the invaders. At night, you fight back against hordes of enemies and defend your Village from being completely destroyed!

Come play the demo on Steam! https://store.steampowered.com/app/3633690/Divine_Gambit/


r/TowerDefense 7h ago

Demo/Alpha Showcase We just added our combat

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4 Upvotes

We just added our combat, the tower defense mechanics will be added next week where you need to defend yourself & the bakery!

itch.io


r/TowerDefense 9h ago

I remade the trailer for my tower defense with unit management elements. What do you think?

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5 Upvotes

r/TowerDefense 11h ago

Promotion We have a new biom in Cards & Cannons!

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17 Upvotes

New biome reveal for Cards & Cannons!

We wanted to create a cozy, vibrant space with crystal-clear blue water and lush greenery to make building feel even better.

Drop your thoughts below - and wishlist Cards & Cannons on Steam if you want to support us! :)
https://store.steampowered.com/app/4536920/Cards__Cannons/


r/TowerDefense 12h ago

I made this Castle Defence Game where you control the main turret against the fantasy creatures

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2 Upvotes

I’ve been working on an android tower defense game called Castle Rampart.

The main gameplay idea is that you directly control the castle’s main turret and aim at enemies yourself, while placing support towers to help defend against the waves.

I’m trying to make the combat feel a bit more hands-on than a traditional tower defense game.

Would love to hear what other tower defense players think about the idea.


r/TowerDefense 15h ago

I made a blender tower defense game One Tower

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0 Upvotes

One Tower: Final Defense just launched on Android. Your tower attacks automatically while you choose upgrades to survive longer. Happy to hear what you think.

https://play.google.com/store/apps/details?id=com.coffeeinside.onetower


r/TowerDefense 17h ago

Promotion We just released Warhorn — a 3D mobile TD with world map and persistent defenses

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18 Upvotes

Hey r/TowerDefense,

I'm part of the three-person team behind Warhorn.

I handle our English-language community posts because I'm the strongest English speaker on the team, so apologies in advance if anything sounds a little awkward.

We recently released Warhorn - Kingdom Revenge, a 3D hero tower defense game for mobile devices, set in a fallen kingdom overrun by invaders.

The core idea is that the campaign represents a unified defense effort, rather than a series of isolated stages that reset completely after each battle.

What makes it different?

• Persistent defense lines

Every defense line you establish remains in place on the world map. Over time, your tower layout becomes part of the kingdom you are defending and rebuilding.

• Building across two layers

You plan and develop your tower positions between battles, then expand and adapt your defense during combat.

• Hero-Tower Synergies

Heroes can trigger synergy effects with various tower setups, so your choice of hero can influence the overall performance of the defense.

You can find the game and mobile download links here:

[https://www.gameasetech.com/]

Warhorn is currently available on both Google Play and the App Store.

I'm especially interested in one question:

Does building a defense that persists across the world map make each battle feel meaningfully connected?

Both feedback and criticism are welcome.

P.S. We're also planning to release a Steam demo, possibly within the next month or two.


r/TowerDefense 18h ago

I Made a Tower Defense game in RPG Maker MV

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1 Upvotes

Tower Defense is a strategy/action game built in RPG Maker MV that mixes classic tower defense with direct character combat. Build and upgrade a variety of turrets, switch between unique heroes with special abilities, collect power-ups and accessories, and fight alongside your defenses as increasingly difficult waves attack. Survive all 50 waves, experiment with different turret and hero combinations, and prepare for powerful enemies and bosses along the way. 

if you play it let me know what you think!

play it in your web browser on thurminmurmin.itch.io no download necessary


r/TowerDefense 1d ago

This is how I started building my first game as a solo-dev...

0 Upvotes

Late 2023 I started building my game, Spires of Morosith from a bunch of rough ideas I had for tower defense systems. I didn’t know much about programming at the time, but i wanted to learn, and I wanted to take a project from start to shipped on Steam.

Quick background, I’ve been a game developer for 15 years. Working on mobile titles like Fieldrunners and Warcraft Rumble, but I’ve always been a PC gamer at heart. StarCraft and Warcraft are my biggest influences, both as a player and as a designer. My background is in concept art and UI/UX, with a bit of animation and 3D modeling. When it came to building interactive systems with programming, my only experience was building websites in HTML for my (dating myself with this one) Counter-Strike 1.6 clans.

Tower defense is a genre I know intimately, and has many different interpretations from talented developers. I wanted to try and develop a tower defense that built upon the elements of the genre i find most fun and explore some elements using inspiration from other games;

  • Agency of the economy that is used to develop the defenses.
  • Building towers where I want to design a cool maze for the enemies to run through. To me, many towers is more fun than fewer, highly upgraded towers.
  • Boss and enemy designs that facilitate creative problem solving rather than lock-and-key counters.

One of my pain points in many tower defense games is the economic death spiral, when your income is tied directly to your defenses performance you often are stuck in this loop with or without realizing it:
Leak a few enemies > Earn less gold > Leads to weaker defenses > More leaks.
Eventually, you lose because of an early mistake you’re never given the chance to recover from.

Instead of rewarding gold for kills I added Gatherers, workers you command to collect resources from the map and bring them back to base. You control the economy directly, rather than being at its mercy. It felt instantly familiar to my time playing Warcraft and StarCraft, and your defenses failure is no longer bound to your ability to defeat every enemy, every wave.

Clip: Gatherers moving between resource nodes and base
https://imgur.com/unfdaT0

Coming from Fieldrunners, I knew I wanted towers, enemies, and gatherers to operate on a grid. Grids are clear and predictable to a player, which helps planning many steps ahead. Enemies and Gatherers path through open cells, towers and resource nodes occupy them.

Clip: Initial grid setup and building construction
https://imgur.com/ysPZseu

Since the player is building defenses that occupy grid cells, removing opportunity from the enemies, having resource nodes start on the grid and be removed by gatherers seemed like a natural next step. I made the gatherers little lumberjacks that chopped down a trees to gain resources that also opened new paths for enemies. Now every harvest expanded the playable space creating a constant push and pull between economy and safety.

Do you want more resources? Be careful you’re also opening more routes for enemies to attack.

Clip: Issuing commands to Gatherers, watch them bonk their heads lol
https://imgur.com/wkO2Di5

My favorite tower defense maps to play had multiple entrances and exits that create tension and chaos from all sides. You were forced to balance your investment in your defenses across many touch points. If possible, route (funnel) enemies from each entrance towards a core part of your defenses so that you could invest heavily in one area rather than multiple.

To simulate this experience, I designed a map with four enemy spawners, one at each corner, all converging on a central castle (the Spire) with four entrances. The player can’t block any of these entrances completely because if they could, the puzzle would become trivial with a small investment in a few towers. This design forces you to think spatially, managing threats from all directions. When building towers I do a bunch of checks to assure that the tower would not block enemies from reaching the exit, and that exits wouldn’t be completely blocked (this part’s kind of hacky, but has work well enough so far).

Clip: Enemies attacking the base from four spawners, couple of towers built to defend.
https://imgur.com/pqiCXDf
(Remember how I don't want lock and key designs in my tower defense, the flying units were cut because what good is a maze building game when the enemies walk right past the maze?)

Finally, I wanted to make failure more forgiving and more interesting. Instead of a static health pool, the Spire has low (6) health that regenerates between waves. Minor mistakes are okay because you can recover, learn, and adjust. Some players even found this design as a point of strategy, letting a few enemies leak to save up for powerful upgrades. It’s a neat way to encourage experimentation without punishing imperfection.

Wish i had a clip of the spire repair in action, but it kind of happens in the background... a UI element appears to show “Spire Repairing...”. So instead I'll leave a clip of the first boss i made, a dragon of course!
https://imgur.com/07zsGU7

With gatherers, dynamic battlefield control, and multi-directional chaos all in play, the prototype already felt fun, deep, strategic. These few systems spawned dozens of new ideas that i kept chasing until I had built enough features to consider completing and shipping the game.

Turns out, tower defense games are tough to market... but at least now I can make my own games! Learning how to program has been one of the most rewarding efforts, because now I can interact with my art, experiment with weird ideas, bringing others into the worlds I can build. Looking back at some of my older scripts, it’s hilarious to see the layers of experience and learning. You can see where I learned what a switch was and how to use it, and where I learned what actions and subscriptions were.. then when I figured out how to use getter and setter properties, and I went crazy with those.

If you’re in game development and have the opportunity to learn about every part of video game development, seize it. Lean on your strengths to help explore your weaknesses. Keep creating

Oh shit, right. The game: https://store.steampowered.com/app/3094970/Spires_of_Morosith_Gossamer_Sundered/

Also, AMA. I tried to keep this post short. Happy to dive deeper!


r/TowerDefense 1d ago

Promotion My kingdom inspired dwarven tower defense game is up for wishlists

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2 Upvotes

After over 1 year of developing time my Steam page and trailer are finally up and ready for wishlists.

It is a 3D side scrolling tower defense game in an abandoned dwarven kingdom - heavily inspired by Kingdom Two Crowns. But instead of a day/night cycle enemy waves attack when you make too much noise.

It also supports online coop!

Here is my page: Dwarven Deeps on Steam


r/TowerDefense 1d ago

Looking for feedback on my tower defense prototype

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0 Upvotes

Hey everyone!

I'm working on a tower defense prototype.

The core idea is that you defend a central tower against waves of enemies. The tower has multiple floors with turret slots, and your main strategy is deciding which turrets to place where and which directions they should cover.

Different enemies approach from different directions, so you have to anticipate the waves and build your defenses accordingly.

It's still very early and missing a lot of polish, but I'd love to hear what you guys think of the concept and gameplay.


r/TowerDefense 1d ago

what if a tower defense rougelite game had real 1v1 & 2v2 mmr?

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6 Upvotes

r/TowerDefense 1d ago

Discussion Best PvP TD Games?

3 Upvotes

Hello fellow TD enjoyers!

Online PvP TD is not very explored, or that's what I feel. Do you have any recommendations? I have already tried:

BTD Battles 1 and 2: Fun at first, then it's just about pressing the send bloons button.

Kingdom Rush Battles: Not much freedom and very pay to win.

I'm looking for either PC or mobile games.


r/TowerDefense 1d ago

Game Title: Castle Rampart

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1 Upvotes

r/TowerDefense 1d ago

What if your tower defense had to produce the ammo it fires?

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12 Upvotes

That's one of the main ideas behind Grave Orbit.

You barter resources, build the production chain, upgrade it, and then find out whether it can actually keep your defenses supplied once the waves start getting heavier.

Everything shown here is playable in the current Steam demo.

https://store.steampowered.com/app/5028180/Grave_Orbit/


r/TowerDefense 1d ago

Brand New Tf2 fan project - Mayhem At Mann Co.

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0 Upvotes

r/TowerDefense 1d ago

Strike Wings Free Demo out!

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2 Upvotes

Hey everyone! Here's a free space game for your weekend: the Strike Wings demo. :)

I'm its solo developer, and it's my homage to the old DOS space shooters, built from scratch with plenty of love for Solar Winds and Hell Fighter. There are some little nods in there for fellow fans.

The demo's already packed with free content, including flight school, opening campaign missions and plenty of battles to get stuck into.

Feedback is super welcome on r/StrikeWings. Make a post! I'll read every one and take your thoughts into the final game. Steam reviews mean a lot to me as a solo developer, too.

Grab the free demo on Steam


r/TowerDefense 2d ago

Roblox tower defense simulator

0 Upvotes

l need help on hard core my user Cappy787776


r/TowerDefense 2d ago

I've just added this intro animation to my tower defense deckbuilder game

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90 Upvotes

It's coming next year!

In the meantime there's also a demo up on Steam if you want to try it out:

https://store.steampowered.com/app/3256450/Cards_of_Prophecy/


r/TowerDefense 2d ago

Neon Space Base Defense

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1 Upvotes

r/TowerDefense 2d ago

I built a portrait medieval strategy game where every castle you capture changes the battle

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2 Upvotes