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.

31 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 • • 5h ago

Promotion I made a tower defense where the map sits on your table with friend support :P (Quest 3 mixed reality)

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7 Upvotes

r/TowerDefense • • 19h ago

Demo/Alpha Showcase I made a tower defense where you control the horde by building its path. Free demo out now!

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65 Upvotes

r/TowerDefense • • 6m left

Spellcrawler Wishlists disponible ya en Steam!

• Upvotes

Hola a todos, mi nombre es Daniel y soy dev de juegos indies, soy nuevo en esto de las comunidades y los invito a ver/añadir a fav mi juego Spellcrawler ya en steam, toda critica constructiva es bien recibida y busco gametester que puedan ayudarme a pulir el juego antes de su lanzamiento, gracias por su atencion XD:

https://store.steampowered.com/app/5413420/Spellcrawler


r/TowerDefense • • 1h ago

Before/after: reworked the boss BREAK effect in my roguelike tower defense (left old, right new)

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• Upvotes

In Alice: Defense, if you clear a boss's gimmick, the boss gets BREAK and is stunned for a while.

The old version (left) was a cracked-glass banner with brush lettering over the screen. It looked fine as a still, but it felt like a UI popup and didn't really connect to the boss itself. The camera also cut over to the boss every time, which pulled you away from your own units.

So I moved it into the world (right). A pillar of blue light drops onto the boss, a shockwave ring spreads across the ground, the cracks under it glow, and the boss keeps a blue outline while it's stunned. No camera cut anymore, and the game doesn't freeze for it.

Does the new one read clearly at a glance? Still tweaking it.

Steam page: https://store.steampowered.com/app/5454090


r/TowerDefense • • 2h ago

Moongrave - Bande-annonce officielle | Roguelite Tower Defense

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1 Upvotes

r/TowerDefense • • 20h ago

Discussion What are some upcoming tower defense games with very unique gameplay mechanics?

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18 Upvotes

There’s some interesting variety in the genre this year. Yes, there’s new indie TDs popping up every day but if truth be told, I never dug deep enough (before now) to figure if any are worth anything. This is mainly because I keep coming back to the same two WC3 maps I’ve been playing for over 20 years now - Legion TD Hell and Green TD, and no matter how many times I tried finding something similar, nothing gave me that comfort zone as these two do.

Maybe it’s the Steam Next Fest mood now, but I started drilling through the slop last week to see if there’s anything good I missed. I hadn’t played a good proper tower defense in ages (besides the 2 mentioned above and occasionally Bloons TD) and I wanted to see what’s up. To be honest in no way did I expect to find so many new takes on TDs, I guess after playing the same games for 20+ years you get used to the TD “standard” and don’t expect any new gameplay twists, just a slightly different theme, maybe a different economy here and there and that’s it. But people are being creative, and I love that so I complied a list of the best ones I found:

  1. Painted Kingdoms - you’re defending a kingdom made of paper, which makes spreading fire a pretty serious problem. Painting changes the landscape, with forests strengthening defenses and lakes helping contain the flames. Such a simple premise but the simplest ones usually work the best in this genre, imma be honest. Try the demo if you don’t believe me, it’s captivatingly awesome
  2. Hordeguard: Winds of the North - looks really polished and it has that northerner aesthetic that I really like. Literally what’s not to like. I’m also intrigued by the fact that you can control your own hero and fight in coop ant not just build towers, and how the RPG progression factors into it (interesting concept for a base defense game). Quite a lot is going on here, but I have not played the playtest to comment further. Looks promising though!
  3. ReVamp - Cmon, you play as Dracula! that’s a strong setup from the start. Building and rearranging your castle room by room to funnel invading humans through your monster army. When they start breaking through, you can join the fighting yourself apparently. I see there is a playtest too but I haven’t been able to get in…
  4. Infamous Keepers - you’re in charge of a dungeon that heroes keep trying to raid. Which is one of my favorite subversions to see in games. Fighting the heroes instead of being them. You place towers and traps, recruit units, classical stuff, and decide whether to send them into battle or assign them to strengthen your towers. It’s a kind of a roguelite hybrid but same as with ReVamp, haven’t got into the playtest yet if it’s still active

If you have any other games that would be worth putting here, please mention them. I’m trying to get my girlfriend into TDs now (her and I play TFT often, but she doesn’t like my TDs because they look so outdated) so anything new and cool will be awesome.

PS: I would also appreciate a LOT if you know any games like Legion TD or Green TD. I’m having a hard time finding a way to play them now because the old WC3 was shut down, and I don’t like the new one nor the way these new maps are done.


r/TowerDefense • • 1d ago

Demo/Alpha Showcase Starcraft based tower defense game - https://unify.zone/

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162 Upvotes

Would love feedback about the game - https://unify.zone/


r/TowerDefense • • 19h ago

I MADE IT! <3, Finally released today my tower defense game "Get Outta My Gut". You can still try the demo and if you like it give the full version a try :D! Pretty happy how it turned out.

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3 Upvotes

Steam Page: https://store.steampowered.com/app/5037960/Get_Outta_My_Gut/

I managed it to make my first game in the genre TOWER DEFENSE. Defend your body against massive amounts of germs, draft turrets in ROGUELIKE style to build defenses, build paths to navigate enemies, INCREMENTALLY get stronnger by upgrades!

  • Each Level adds new Mechanics to the GAME! (ノ◕ヮ◕)ノ*:・゚✧
  • 30 TOTAL TURRETS
  • DOZENS OF ENEMY TYPES AND EFFECTS
  • UPGRADE AND LEVEL TURRETS TO GET STRONGER IN THE RUN

You need to position your turrets smart to counter the enemies or they will break through.

First levels are easy but difficulty will raise :D.

Give it a try and share some love <3

INDIE-SQUID


r/TowerDefense • • 18h ago

Dev, looking to get the word out on a game I am working on.

2 Upvotes

Hi all, solo dev here. DOT: KillBox TD is a minimalist tower defense where you control the path. Barriers snap to a grid, every enemy has to visit every checkpoint in order, and you shape long detours and chokepoints, then fill them with turrets (laser, flamer, missile, freeze, and a cannon you aim by hand).

Solo, co-op, PvP, a map editor, and Steam Workshop for maps, skins and new turrets.

Steam page (coming soon): https://store.steampowered.com/app/5314760/DOT_KillBox_TD/

What do you wish more tower defense games did? Looking for Ideas :)


r/TowerDefense • • 15h ago

Realm Defense: Hero Legends TD Referral

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1 Upvotes

Pls use my referral code

vPXNVz8V6WmkTQ9gv4ObqA==


r/TowerDefense • • 15h ago

IdleVoid - Looking for feedback

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0 Upvotes

Hi,

I am looking for feedback on my idle tower defense game - IdleVoid. It is currently on android (play store), iOS (via pwa) and web with a desktop version coming soon. It is an incremental defense game with a POE inspired skill tree

We have just launched our halloween event but I am still looking for feedback on the games feel etc. What hooks you? What made you leave? etc

AI has been used in creating this game

Any questions let me know :)

Thanks


r/TowerDefense • • 16h ago

Touwers — Classic Tower Defense Inspired by the Flash Game Era.

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1 Upvotes

Hey everyone!

I wanted to share Lily’s Little Adventures, a small indie game studio run by a good friend of mine. He’s a solo developer working on games like Touwers: Defend the Realm, Multi Miner Madness, and Lily’s Little Golf Game. Touwers: Defend the Realm is already out on Steam, with the other two games coming soon — possibly together in a multipack.

Since this is a Tower Defense subreddit, I’ll mainly focus on Touwers. :)

Touwers is a challenging, classic-style Tower Defense game inspired by the old Flash-game era, but with its own twists. It features different towers, progression, achievements, and a level editor with Steam Workshop support, so you can build and share your own levels too.

The soundtrack was also made especially for the game by another friend, which gives the whole project an extra personal touch.

The game is already out on Steam, and feedback is genuinely very welcome, especially from people who already love Tower Defense games.

There’s a trailer and gameplay video on the Steam page, as well as videos on YouTube:

https://store.steampowered.com/app/5132600/Touwers_Defend_the_Realm/

Would really love to hear what you think! 🐸🏰


r/TowerDefense • • 21h ago

Discussion What if you could reposition your towers while a wave is happening?

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2 Upvotes

Hey everyone! I've always enjoyed tower defense games, but one thing I've wanted to explore is how much control players should have over their defenses once a wave actually begins. 

OrbiTower was our attempt to mix up the genre and try out new things.

Instead of having a fixed battlefield, the planet you defend has rotating orbits.

You build your towers on those orbits, and when the enemies start coming in, you can rotate the orbit yourself.

And because the towers are built on the orbit, they move with it.

So unlike the standard tower defense loop, you get to interact with the outcome of the waves while you are playing.

Normally tower defense lets you place new towers, and adjust them as you go. That hasn't changed, I still want the game to play like a tower defense.

But this, I added layer of gameplay is here to make for a more involved experience while you play. Because I like the idea of a tower defense game where your preparation matters, but you still have to react when things go wrong.

That's my favorite part of the mechanic and I wanted to keep that satisfying feeling of preparing a tower defense setup, but give the player more ways to actually intervene once things start going wrong.

It's less about sitting back and watching your plan unfold, and more about constantly reading the battlefield and adapting.

For those of you who play a lot of tower defense games, what do you think about this kind of mechanic? Do you enjoy having ways to actively reposition your defenses during a wave or do you prefer the challenge of making your placements work without being able to change them?


r/TowerDefense • • 18h ago

Let's go for Vrouves (CPC, Commodore64, Spectrum, PC)

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1 Upvotes

r/TowerDefense • • 19h ago

What do you think of some of the visuals I've added to Battlefield Kitties?

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1 Upvotes

Firm believer that polish is the difference between looking like something a junior dev did vs a senior.

Do you like it or is it too much?


r/TowerDefense • • 20h ago

Call for feedback tower defense game

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0 Upvotes

r/TowerDefense • • 23h ago

Demo/Alpha Showcase Miss the classic 2D "free-grid mazing" era? I built an old-school dinosaur Tower Defense (100% free on itch.io)

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1 Upvotes

Hi everyone!

Like many of you, I grew up playing classic 2000s Flash tower defense games where you had complete freedom to shape the path with your own turrets. Lately, I've felt that a lot of modern TD games have moved away from that pure, satisfying 2D grid strategy.

So I decided to build my game: Predators Advance: Dino TD.

It's an old-school, tactical 2D Tower Defense built in Godot 4 focused on what made classic TDs fun:

  • True Free-Grid Mazing: No pre-set roads. You place towers anywhere on the grid to force attacking raptors and rexes into winding kill zones.
  • Simple yet deep mechanics: 5 elemental turrets (Kinetic, Bio, Shock, Flame, Flak), early-wave bonus cash button, and 2x game speed.
  • Dinosaur species & Colossal Titans: Fast sprinters, armored beasts, flyers, and multi-phase bosses.
  • Genetics Lab progression: Permanent upgrades with 100% free instant respecs.
  • No paywalls or microtransactions: Just a pure, downloadable standalone indie game.

It's completely free to play on itch.io (Windows portable, no install required).

I’d love to hear your thoughts, strategy tips, or high scores if you give it a try. Hope it scratches that nostalgic itch!

Playable link in the first comment below! 👇


r/TowerDefense • • 1d ago

Promotion [DEV] Farlight: sci-fi tower defence for Android, with 50 free codes for feedback

0 Upvotes

https://reddit.com/link/1xgpoax/video/fahegdk38zxh1/player

I'm the developer of Farlight, and I'm giving away 50 Google Play codes so people can try it and share honest feedback.

You place turrets on canyon walls and use blocks to reshape enemy routes. Enemies find their own paths around your defences, and some will break through your barriers. Defend Earth's launch, travel to five alien worlds, then bring their superweapons home for the final defence.

  • Route-building and destructible terrain
  • Elemental effects and superweapons earned through play
  • Voiced story campaign
  • Portrait play, fully offline
  • No ads or in-app purchases

Comment if you'd like a code. I'd especially appreciate feedback on difficulty, controls and whether the route-building feels clear. An honest Google Play review would also help, but neither feedback nor a review is required to receive a code.

Google Play: https://play.google.com/store/apps/details?id=com.CerberusSoftwareAustralia.farlight&referrer=utm_source%3Dreddit%26utm_medium%3Dorganic%26utm_campaign%3Dfarlight_reddit_oct_2026


r/TowerDefense • • 1d ago

Can you tell what we're defending?

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1 Upvotes

In this prototype footage, enemy groups move alongside a train. Later, the video shows the bright route we're defending. We left out an explanation card. What do you think about the game idea?


r/TowerDefense • • 1d ago

Sanada's Command | 3D Castle Defence & Otherworld Invasion

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1 Upvotes

r/TowerDefense • • 1d ago

You told me "strategy, not a click fest" - so I removed the click fest. Here is the spell system I shipped instead.

0 Upvotes

Three weeks ago I posted my horde game here and got told, correctly, that it played like a click game wearing a tower defense costume. The comment that stuck with me:

"I play tower defense for strategy, not for a click fest. If you want more player interaction during the wave give the towers abilities or give the player spells."

That was fair. The manual blast I was proud of had no decision in it - click fast, win. So I rebuilt the interaction layer around a different constraint: the player's actions during a wave must be *allocations*, not reactions.

What shipped (update is live):

  • **Time Warp (Q)** - every enemy on the field slows to 30% for 5 seconds. The wave doesn't wait; you pick which seconds of the wave get slowed.
  • **Meteor (W)** - one area blast at your cursor. One cast took out 600+ enemies in the armor wall wave in my build (584 in the run I recorded). It's the old screen-clear, but now it's a budgeted screen-clear.
  • **Overclock (E)** - 8 seconds of +90% fire rate and much faster manual blasts.

The rule that makes them strategy instead of ammo: **charges refill by wave, not by time.** 2 / 2 / 1 per wave, no pooling beyond the cap. Nothing regenerates while you idle. Every wave you decide which problem gets the Q, which gets the W, and which one you just eat.

What I deliberately did NOT do: add a mana bar or real-time cooldowns. A time-based recharge puts you back into "cast it when it's up" - that's the click fest with extra steps.

The rest of the game is unchanged: 16 enemy types, 30 scripted waves then endless, 20 totems, 32 achievements. Bosses still arrive with a card and don't die to the meteor - you intercept them.

I'm not going to claim this fixes everything - the click blast still exists, it's just now one of four verbs instead of the whole game. If you play tower defense, I'd genuinely like to know: does "charges per wave" read as strategy to you, or do you want charges earned by play (kill streaks, leak-free waves) instead?

(Dev of the game, obviously. Free in browser, no store page yet.)


r/TowerDefense • • 1d ago

Demo/Alpha Showcase I made a wave defense game where you can summon towers to defend your base

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0 Upvotes

The game is called Balls of Magic, and it's out now in early access at https://solazure.itch.io/balls-of-magic. Check it out and let me know what you think, thanks!


r/TowerDefense • • 2d ago

Demo/Alpha Showcase Play Primordaeon

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22 Upvotes

Primordaeon is a different kind of Tower Defense... Waves are ceaseless, tower placement is in real time and death is just a setback. You buy wisps and merge them. You can drag and drop them at will.

You also have a godhand, so you can cast spells directly on the crowd. This video shows mid-game actions with over 2 million enemies on the field. Video is a bit of a harry moment as a couple hundred thousand units are pressing into the sanctum.

We are running a FREE AND OPEN playtest for the next 10 days.

Please join us and use the feedback button!

Windows, Linux, or Mac!

ps, I'm well aware of the lack of onboarding/tutorial. I appreciate you patiently learning the layered magic systems. If you have any ideas or inspirations on how we can implement a useful tutorial, please please please use the in-game feedback button (feel free to untick the share-data box to just send a message).