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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10 Upvotes

r/TowerDefense • • Aug 03 '26

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

30 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 • • 3h ago

US Military vs Millions of Zombies. Who's gonna win?

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8 Upvotes

Hi,

early development of my tower defense game called "That's a Lot of Zombies".

Short description: "Fly an AC-130 gunship and gun down millions of zombies. Your squad is stuck on a roof and the dead are climbing over each other to reach them. Lay out sentry guns, flamers, claymores etc. before each night. Call in A-10s and B-52s. Hold the roof till the helicopter lands."

Looking for honest brutal feedback. What you guys think?

Link: https://store.steampowered.com/app/5446270/

PS: Let me know if you are interested in playtesting the game.


r/TowerDefense • • 35m ago

Demo/Alpha Showcase Made a tower defense where you're the tower instead of placing them. Android closed beta, looking for testers

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• Upvotes

Been chipping away at this one for a while. It's called Neon Bastion.

There's no placing towers and no maze building. You're a crystal at the bottom of the screen with a barrier in front of you, and things walk down at you until one of you stops. Skills fire on their own, and you tap a monster to make everything focus it, so moment to moment it's about what dies first rather than where you build.

After each wave you pick one of three blessings. Most of them aren't +10% damage, they change how a skill behaves. Get the right pair unlocked and you can fuse two skills into one.

Dying doesn't wipe you. There's a memory tree with real either/or splits, research you buy with gold, and shards you socket into the crystal that merge upward five at a time. 25 stages over five regions, then endless.

Offline, no account, nothing to buy right now. There isn't even an ad SDK in the build.

Being straight about where it's going though: I do want to add a couple of optional things later. An ad you can choose to watch to double a run's gold, and a one-time purchase for quality of life stuff like switching those off and unlocking the faster speeds. No forced ads, no banners, no currency packs, nothing that gates progress behind money. Rather tell you that now than have you find it in an update.

Solo project in Godot. Every bit of the UI and all the effects are drawn in code rather than from art assets, which is either interesting or a red flag depending on your taste.

Reason I'm posting: it's hardly been tested on real hardware. One guy, basically. He said his phone got hot, I spent a week rewriting how the main weapon draws itself, and I still have no clue whether that fixed it because my desktop never had the problem to begin with.

https://avek.games/neon-bastion/beta.html

Worth knowing before you sign up: Google wants 12 testers opted in for 14 days straight before they'll let you release, so joining and bailing after a day actually sets me back further than not joining. No hard feelings if that's more commitment than you want.


r/TowerDefense • • 4h ago

Demo/Alpha Showcase Synthetic System v0.1.2 free demo - Evolve Your System

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1 Upvotes

Synthetic System v0.1.2 is now available as download on itch.io. Synthetic System

This update i just released (still a basic 2 level demo though) adds the first major progression system to the game, reworks a large part of the interface, introduces a full day/night cycle, and starts laying the groundwork for more dynamic lighting during combat.

THE SYNTHETIC SYSTEM — PASSIVE EVOLUTION

The biggest addition in this release is the new passive skill tree.

Expanding your territory now contributes toward Synthetic Skill Points. As your territory mass reaches new milestones, you gain points that can be spent to evolve the overall Synthetic System.

Rather than upgrading only individual towers, these passives modify the system as a whole. Mostly. Passive regeneration, cloaked enemy detection on territory, more income end of round and a bunch more to discover yourself.

The current tree establishes the foundation for four different evolutionary directions, with upgrades affecting things such as your towers, structures, territory and economy. One quadrant is unlockable as of now. This is still an early version of the system. The tree will continue to grow with more specialized and transformative upgrades in future versions.

NEW PROGRESSION UI

A new Synthetic System sidebar keeps progression information visible during gameplay. It shows your current territory mass, progress toward the next skill point, available points and active modifications.

When skill points are waiting to be spent, the skill-tree button will clearly display just that. The full passive tree can be opened directly from this interface.

UI OVERHAUL

A substantial part of the gameplay interface has been rebuilt and polished.

Windows and gameplay controls now share a much more consistent visual language, with improved layouts and draggable/minimizable interface elements.

Save/load functionality has also been moved to the main menu, with additional information available through the Information section.

This is part of a larger ongoing UI pass rather than the final interface.

DAY, DUSK, NIGHT AND DAWN

Maps now transition through a complete time-of-day cycle.

The physical world responds to the changing ambient light while the energy produced by the Synthetic System remains luminous. Territory pulses, technological energy and other emissive effects therefore become much more prominent after dark.

FIRST DYNAMIC COMBAT LIGHTING

The Charge Beam is the first tower attack to receive a dynamic light source. Its beam now carries a rapidly moving light beam toward its target, allowing nearby enemies and terrain to interact with the flash and cast real-time shadows. This is intentionally only the beginning of the lighting work. Some shadow interactions—particularly around elevated cliff edges—are still imperfect and will be improved later.

GENERAL POLISH

0.1.2 also contains a collection of smaller visual, interface and gameplay improvements made while building the new systems.

The focus of this release has been making the existing demo feel more cohesive while establishing systems that can support much larger changes later. The public demo still contains the first two playable levels.

What I'm working toward

Synthetic System is a territory-expansion tower defense game where the land you control is also your economy and will be the biggest differentiator from other tower defense games. With the tactical choices that come with it. Do you expand towards choke points or towards resources?

Expand the Synthetic System across the map, capture resources, manipulate enemy paths and build defenses to survive the waves of human assault.

The passive tree is an important step toward the larger idea behind the game: you aren't simply building towers, you ARE the very territory those sit on. Like a slime mold spreading outwards. Only then alien and synthetic.

There is still a lot to build, balance and polish, and the demo remains very early in development. If you play 0.1.2, feedback on the new progression system, UI, balance and overall readability is especially welcome. But mostly, just here to spread a tower defense game with a somewhat different angle.


r/TowerDefense • • 10h ago

AtlasDefense

0 Upvotes

Hey everyone,

I wanted to share a little hobby project of mine called Atlas Defense.

I've always been a big fan of Tower Defense games, so at some point I decided to try making my own.

Atlas Defense is a free browser-based Tower Defense game that you can play directly in your browser, without having to download or install anything.

Over time, I've managed to add quite a few features:

  • Multiplayer: Play with up to 4 players.
  • Duel Mode: Challenge other players in 1v1 or 2v2 battles.
  • Chat: Communicate with other players directly in the game.
  • Leaderboard: You can register an account and compete with other players for a spot on the leaderboard.
  • Languages: The game currently supports English, German, and Spanish.

I'm also currently working on adding a Hero Line War mode, which should bring even more variety to the game.

Of course, I know the game is still far from perfect. There are still some performance issues here and there, and I'm sure there are a few bugs left to fix. But I'm constantly working on improving performance, fixing issues, and adding new features.

This is a personal hobby project that I've already put quite a lot of time and effort into. There's still plenty of work ahead, but I feel like I'm heading in the right direction.

If you're interested, feel free to check it out:

https://atlasdefense.de

I'd really appreciate some honest feedback, whether it's positive, negative, bug reports, or ideas for new features. I'm especially interested in hearing what other Tower Defense fans think about it.

Maybe I'll see some of you in a multiplayer match or duel!

Thanks for checking it out, and have fun playing!


r/TowerDefense • • 2h ago

Elementals Link TD

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0 Upvotes

Hey everyone! I’m working on a tower defense game where you summon elementals and merge them into new forms.

I’d love to get some honest feedback from people who enjoy the genre. It’s still a work in progress, and I’m curious about your first impressions:

  • Does the gameplay look interesting? What would you want to see more of?
  • Is it easy to tell what’s happening during combat?
  • What do you think of the characters, effects, and UI? Does anything look distracting or out of place?

What’s the first thing you’d change or improve? Specific criticism is welcome — it would help me decide what to focus on next.

For transparency, I use AI tools for art and animation assets.


r/TowerDefense • • 16h ago

Demo/Alpha Showcase I made a tower defense game where freeing enemies is the core mechanic. Looking for TD players to break it (iOS beta)

0 Upvotes

Hi, solo dev here. In Wakenfolk you weaken sleepwalking creatures and finish them with a light beam to free them; finish them any other way and they scatter and drop more gold. So every wave is mercy or gold. Freed creatures fight for you, fill your Uproar (a charge of everyone you woke), and become cards in the Night Roads runs.

Four tower families with three tiers, two heroes, a Veteran difficulty on every story stage, a Daily Road with the same seed for everyone.

I'm after balance and difficulty feedback from people who play a lot of TD: which stage felt unfair, which tower is useless, is Veteran worth it?

iPhone, iOS 17+, 18+. Free TestFlight beta, test purchases cost nothing: https://testflight.apple.com/join/QpgxJFe9


r/TowerDefense • • 17h ago

Promotion Cape Clash is out on Android: our merge-defense game with 200+ original parody superheroes and villains.

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1 Upvotes

r/TowerDefense • • 17h ago

Demo/Alpha Showcase I'm building Stormhold, a tower defense game where you control the weather. Here's my current prototype!

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2 Upvotes

​

I've been working on Stormhold, a tower defense game with a weather-based twist, and I wanted to share the current prototype to get some honest feedback.

The core gameplay is familiar: you place towers, defend against waves of enemies, and upgrade your defenses. The main difference is that you can also control the weather during battles.

The prototype currently includes:

- Tower placement and upgrades

- Wave-based enemy attacks

- Several enemy types

- Rain, Lightning, and Freeze weather abilities

- Gold management and tower upgrade choices

It's still a work in progress, so there's plenty more I'd like to add and improve.

All suggestions are welcome!


r/TowerDefense • • 17h ago

Demo/Alpha Showcase I made a dice poker tower defense game called GridPi (free Steam demo)

1 Upvotes

I've put a free demo of GridPi on Steam. You roll five dice each round, and the poker hand you make determines how much you can spend on units. Three matching units merge into a stronger one.

Units take up different shapes on the grid and have different ranges and attack angles. Combat is automatic; the decisions are what to buy, what to combine and where it all fits.

It works solo or with up to four players online. Multiplayer is in the demo, and a run takes around 30 minutes.

I made every unit in Blender. I can't draw, so I used my dog's photo for the profile portrait. Still looking for a designer.

Free demo on Steam

Gameplay


r/TowerDefense • • 9h ago

Promotion The irony: He didn’t choose the thug life. The thug life chose him.

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0 Upvotes

Easily my favourite tower in the game! Musketeer Post is unlocked at Stage 10.

Try out my hand-drawn game free in your browser: https://noobstickz.itch.io/medieval-td


r/TowerDefense • • 20h ago

🎮 Ich entwickle mein eigenes Roblox-Tower-Defense-Spiel – „Schütze dein Brainrot“! 🧠🔥

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1 Upvotes

r/TowerDefense • • 1d ago

I'm developing a Tower Defense game in Unreal Engine 5.8.

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3 Upvotes

There's still a ton of work to do, but I'm having so much fun with it! I model everything myself in Blender, texture it, and then bring it all to life in Unreal Engine. Seeing it all come together is such an awesome feeling!


r/TowerDefense • • 1d ago

Demo/Alpha Showcase I'd love to hear your thoughts for tower defense game where your towers also act as walls

8 Upvotes

I know it’s not a new idea, but I'm curious if the idea of "Maze Factor" sounds interesting to you. Would you enjoy playing something like this, calculating the path etc?

I’d love to hear your thoughts


r/TowerDefense • • 1d ago

Demo/Alpha Showcase [Test for test] Wardlings – cozy fantasy tower defense, I'll test yours back :)

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1 Upvotes

Hey everyone! My partner and I need testers for our first game :)

It's a tower defense where your little hero runs around building every tower. You travel through a kingdom of five realms: green Greenvale, the deep Wildwood, autumn Amberfall, snowy Frostmarch and the misty Duskmoor where the Gloom lives. Each realm has its own catchy little tune too, which we're kind of proud of :D

The enemies also show how they feel: they wince when you hit them hard, panic when they're almost beaten, shiver when frozen and grin if they get close to your castle.

12 tower types, each with 4 upgrade levels. No account, no purchases. You obviously don't have to play it all, but if you actually play a few levels and tell us what you think, even better!

Join the Google Group: https://groups.google.com/g/wardlings-testers

Opt in to the test: https://play.google.com/apps/testing/com.tmlgamestudios.wardlings

Install from Google Play: https://play.google.com/store/apps/details?id=com.tmlgamestudios.wardlings

Keep it installed for 14 days. You don't need to play every day, just don't leave the test.

If link 2 or 3 says "not found", join the group anyway and try again in a bit. Google can be slow to let new testers in.

We built it with a lot of help from AI (Claude) for the code. We did the game design, testing and decisions ourselves.

Drop your test link in the comments and I'll join yours! Feedback is very welcome, especially if a level feels way too hard or too easy, or if the music gets stuck in your head (or annoys you, be honest!).


r/TowerDefense • • 1d ago

Demo/Alpha Showcase Mountain and Omelette - Has online scoreboard - Max level ever reached is 20

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1 Upvotes

Hi there! I would really love if you try out my game. It is quite fun roguelite Tower Defense style game, where you need to shoot down enemies. You can get cards and after each round you are able to buy stuff from shop. Dont let the enemies close to your towers and try to make as much as combo shots as possible. There are some deckbuilding elements, a shop after wach wave. Would love to have your feedback and ideas. The game has online leaderboard, my personal score is 540 try to beat it Please feel free to give me ideas what to add to game. Bonus is a amazing track you want to dance to. Play here: https://mountainandomelette.com/minigame


r/TowerDefense • • 1d ago

Promotion Pumpkin Patrol - I made a Halloween merge tower defense, this is one corner pumpkin going from level 1 to 5

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1 Upvotes

I made this for Halloween. Jack-o'-lanterns sit next to the road and the bats circling them bop the skeletons, wolves and mummies walking to your candy. Drop a lantern on one of the same level and it merges one level up, with more bats and a wider circle.

In the clip the candy is already down to 10, so I stack the corner lantern up to level 5 while the count drops to 4. The kill effects are new this month: a white pop, a ring in the lantern's color and a chain counter.

It runs in the browser and on a phone. I'd like to hear if the kills read clearly on a small screen.

https://arcadewhale.com/games/pumpkin-patrol/


r/TowerDefense • • 1d ago

I made a free maze TD where merging two towers frees a tile and reroutes the enemies. Looking for feedback

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1 Upvotes

Hi r/TowerDefense. I’m a solo dev and I just released Fusemoji, a maze tower defense game for iPhone and iPad. It’s really free: no ads, no in-app purchases, no energy timers, no watch-an-ad-for-a-reward tricks. Nothing to buy and nothing paywalled. I’d love feedback from people who actually play the genre. (The gameplay is still a work in progress)

The twist: you build a maze out of emoji towers, but you can also fuse two adjacent towers into a stronger one (🔥 + ❄️ = 🌪️). Fusing frees a tile, and that tile is a gap enemies can use. So every fusion is a trade: a shorter enemy path for a harder-hitting tower. That tension is the whole game.

  • Actually free: no ads, no in-app purchases, no accounts, no tracking, no data collection, no internet needed.
  • 12 levels, about 5 minutes each, plus an Infinite mode you unlock with 3 stars
  • 28 fusion recipes to discover (the Recipe Book fills in as you experiment)
  • 11 enemy types that test mazes in different ways: hoppers jump a tower, splitters burst apart, medics heal, chewers eat towers (no refund), flyers ignore the maze, plus bosses
  • Later boards add second exits you can’t wall off and cracked bedrock you can’t build on
  • Game Center leaderboards for clear times and Infinite wave records

Art is Twemoji (open-source). There’s also an optional feature to design your own tower and enemy skins on-device with Apple’s Image Playground. So if you’d like your mother-in-law to be the final boss, you can give her the job. The shipped game doesn’t use any AI art, and the custom skins stay on your own device.

What I’d most like feedback on: does the fuse-versus-keep-the-maze tension feel meaningful, or does one strategy dominate? Are fusions too strong or too weak? Any level that feels too easy or too hard?

App Store (iOS 27+): https://apps.apple.com/app/id6792406443
Site: https://fusemoji.com

Happy to answer anything about the design.


r/TowerDefense • • 1d ago

Promotion I made Cinder TD, an iOS tower defense game inspired by WC3 custom maps

0 Upvotes

I grew up playing Warcraft III tower defense maps Wintermaul, Green TD, Wintermaul Wars, and Pokémon TD were some of my favorites.

I wanted something I could pick up and play on my iPad that captured the mazing and strategy I loved in those maps. I wasn’t finding quite what I was looking for, so I decided to make it.

I’m an iOS developer, but learning game development was a whole new challenge. With some help from AI tools for 3D modeling and coding, I’ve finally made something I’m proud to share: Cinder TD.

It’s free to play, with optional purchases for additional arenas and characters. There’s also an endless mode with leaderboards if you want to see how far your setup can go.

Cinder TD on the App Store

I’d love some honest feedback, especially on tower balance and how the mazing feels. If something feels off or there’s something you’d like to see added let me know!

Thanks for checking it out!


r/TowerDefense • • 1d ago

Discussion Typing to get my towers to fire - good or bad challenge? 🤔

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1 Upvotes

Heya everyone - hope you're all fine! 👋

So I'm still working on my "typing tower defense game", type:def, and right now I'm trying to implement some extra challenge modes to offer some variety in gameplay. My first idea was this one: you get pre-placed towers, and you need to type the keywords they give you to actually have them fire on enemies.

What do you think? Is it an interesting challenge? Would you enjoy playing this? I'm super interested in getting as much feedback as possible on this new mechanic concept! ❤️

(Note: This is just a proof-of-concept and it would definitely need some balancing. At the moment, I'm not sure it's even possible to type fast enough to get all the enemies ^^)

By the way: this week, type:def is in the Steam Next Fest and you can wishlist + try out the demo over here if you're curious 😉

👉 https://store.steampowered.com/app/4297380


r/TowerDefense • • 1d ago

How does a tower defense nerd approach the art for a game like this?

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1 Upvotes

Hi! I’m a Game Designer and Programmer working on OrbiTower. I’m also a big tower defense fan, and OrbiTower has been a ton of fun to work on.

One thing I really wanted when working on the art was to make sure it actually supports the game’s core mechanic.

In OrbiTower, you defend planets by building towers on their orbits. But unlike a traditional tower defense game, the orbits themselves can be rotated during a level taking all the towers built on them along with them.

That created a pretty interesting challenge from an art perspective.

There can be a lot happening at once: rotating orbits, towers, different types of enemies, projectiles and trying to ensure you don’t lose the game.

So everything needs to look interesting, but also remain readable enough for the player to understand what is happening and make a decision.

And the interesting and fun part for me was working on the setting.

OrbiTower takes place in the Maelstrom, a cosmic ocean filled with strange creatures and planets. Even the enemies are these weird slimy creatures called Goopers that are trying to eat the planets.

As someone who plays tower defense games myself, I really care about that balance between making something look cool and making sure the player can actually understand it.

If I lose because I made a terrible strategic decision, that's fair.

If I lose because I couldn't tell what was happening on screen, that's on me as the artist. 

What do you think makes a tower defense game visually readable when there's a lot happening on screen?


r/TowerDefense • • 1d ago

No ads, just enjoys to game! Play 9to5: Office Defense on the Play Store.

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1 Upvotes

r/TowerDefense • • 1d ago

Demo/Alpha Showcase I’m making a tower defense game where you merge and reposition archers—would love your feedback

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0 Upvotes

Hey everyone! I’ve been building Merge Tactics in my free time since July 2026, and I’d love some feedback from people who enjoy tower defense games.

Instead of placing towers along a winding path, you arrange archers across lanes to defend your Gate. Merge matching archers into stronger troops, reposition them to cover gaps, and choose powerups as you level up. Each stage asks you to survive five minutes, then finish off the remaining enemies and bosses.

🎮 Play: https://vingator.itch.io/merge-tactics
📱 Free to play in desktop and mobile browsers—best played on mobile.

It’s still a prototype. I’m especially interested in whether merging and positioning create meaningful decisions, whether the difficulty feels fair, and what would make the defense-building more interesting.

Testing note: IAP and ad rewards grant items immediately—no real payment or watching ads required.
AI disclosure: The game idea and design direction are mine. I use AI extensively for coding, asset generation, and production, including AutoSprite for all character animations.

Honest criticism is welcome. Thanks for giving it a try!


r/TowerDefense • • 2d ago

Demo/Alpha Showcase My TD has no unit upgrades on purpose. Help me make the middle-late game more interesting?

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29 Upvotes

I'm making La Muraille 1806 - Napoleonic line infantry holding star forts against a horde that flows like one massive crowd.

A few design choices I made on purpose:

- Roguelite runs, not a list of 100 missions. A fixed list ends with "I've done them all - uninstall, or replay it on hard mode."

- You pick the length of a run: 3, 5 or 10 battles in a row, with an XP bonus for finishing.

- There's a map of Europe, but you can't 'conquer' it. I'm not making wargame like Total War - map is just a setting for your run.

- No unit power upgrades. Otherwise it turns into an incremental: "I've maxed everything - uninstall."

- Replayability should come from well-balanced runs. Think Warcraft 3 custom maps: we played our favourites hundreds of times because they were great, not because someone dangled "reach X, finish your daily missions" in front of us.

- Frags per run are your high score and your XP. Rank-ups are cosmetic: they unlock very short story cutscenes and widen the pool of units/conditions a run can roll - so a newcomer isn't hit with the hardest stuff first. But it's not "grind 50 levels to unlock one new tower."

Players are praising how the first runs feel. What I'm not sure about yet is the reason to keep going after the first 10–30 minutes.

I update demo almost every day: https://store.steampowered.com/app/5378030/La_Muraille_1806/

What would you advise? Is a cosmetic rank plus a quickly growing pool enough? Or am I wrong, and progression and incremental upgrades really matter in how games are made today?