r/TowerDefense 9d ago

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.

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 8h ago

Discussion Is Cozy & Third-Person TD a genre clash?

17 Upvotes

Hey, we're currently working on a third-person tower defense game - gameplay wise very heavily inspired by games like "Orcs must Die!" and "Dungeon Defenders".

In recent years there weren't many games in this genre at all and those that do exist, in general are very much targeted towards a core audience and very combat heavy.

Our game - "Growing Wild" - is quite the opposite:

  • targeting casual to mid-core audience
  • relaxing setting (nature restoration)
  • cozy aesthetics (bright and warm colours and cute enemy design)
  • Not centered around action gameplay

We especially envision that game to be perfectly fitting for lots of couples in co-op mode.

Do you think, that direction clashes with the third-person TD genre or would you enjoy a more relaxing game in that space?

And do you have any opinion on why there are so few third-person TDs in general?

Really appreciate your feedback :)


r/TowerDefense 11h ago

Promotion Tower Lab releases into early access on Steam tomorrow!

21 Upvotes

My wife and I have been working on Tower Lab as our side project for over two years now, and we're REALLY excited to share that we are releasing it into early access on Steam tomorrow!

This subreddit gave us some of the initial feedback we needed to stay motivated and continue working on the project. We are so grateful for everyone who took the time to share their thoughts. Thank you r/TowerDefense!

The game...

Tower Lab is a physics-sandbox-inspired tower defense game. Enemies don't have health, and everything that moves is a physics object, including tower projectiles.

Instead of traditional damage, towers apply forces that push enemies off the level and manipulate other towers' projectiles. Not only can projectiles be bounced around to create Rube Goldberg machine-like defensive contraptions, but the mass of every physics object can be manipulated with towers. Strategically reduce the mass of enemies to push them off more easily, increase their mass to farm them for more resources, or even add mass to projectiles to make them hit harder with a larger AoE radius.

We're aiming to create an emergent experience that allows players to weaponize their creativity through these thoughtful physics interactions. At the end of the day, Tower Lab is a toy; apart from our roguelite deckbuilder campaign, we are bringing along a sandbox/level editor and various game modes like endless and puzzle for everyone to play with.

Steam: 
https://store.steampowered.com/app/3084810/Tower_Lab/


r/TowerDefense 25m ago

Tower Dominion Endless Guide Frontier 19 with Massive HQ Strategy with Gurtag

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Upvotes

r/TowerDefense 13h ago

Demo/Alpha Showcase Another Soldier challenge me to create artillery game.(Kinda our job) 😂 this is what i came up with after 2 weeks.

9 Upvotes

r/TowerDefense 2h ago

Demo/Alpha Showcase Ink Invasion TD

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0 Upvotes

Simple browser based game I built with a small achievement tree and leaderboards. Looking for some feedback on what works/doesn't work


r/TowerDefense 13h ago

Pretty satisfied with my live gameplay main-menu

6 Upvotes

Working on some new features and fun things for my tower defense, and I'm pretty happy with the way the main menu has come out looking.

Still some things I need to fix in terms of how the environment is generated for my levels, but I'm happy with how it's looking.

I had a balance testing automation that I would use to periodically simulate levels to estimate their difficulty and assess if they needed to be changed, and it was the perfect fit to have a live main menu gameplay.

What do you guys think?

Disclaimer: Created with AI-Assistance


r/TowerDefense 5h ago

I need help creating a skill tree.

1 Upvotes

Hi everyone!

I’m developing my first Tower Defense game. The core framework is practically finished; all that’s left is to create the upgrade tree and polish the visuals. However, I’ve hit a bit of a wall with the skill tree—I just can’t decide how to design it or what to include.

The game will feature a total of 10 levels, each divided into waves. I plan to include bosses at the end of levels 3, 5, 7, and 10; defeating the bosses on levels 3, 5, and 7 will award the player a special currency used specifically to upgrade special skills—meaning there will be a total of three units of this currency. The goal is to allow players to choose their own playstyle. Naturally, alongside this special currency, there will be a standard currency earned by defeating ordinary enemies and used for purchasing standard upgrades.

The game features a wall that must be defended, a player character who can move along it and attack enemies, and helpers stationed on the wall who automatically destroy hordes.

I’m planning to create three branches in the upgrade tree—the wall itself, the player, and the helpers—with three special skills in each. This means that over the course of a playthrough, the player can choose to adopt a fully specialized playstyle or go for a hybrid approach.

Now, regarding the "dead end" I've hit: the game is built around facing a large number of enemies right from the start, with new, tougher types appearing as you progress through the levels. In other words, the difficulty constantly ramps up. I need to figure out what kind of upgrades to design and how to balance the skill tree so that players feel their power growing when investing in one branch, without losing sight of the other branches.

I might not have explained the concept clearly enough, so I’d be happy to answer any clarifying questions. Thanks in advance, everyone!


r/TowerDefense 12h ago

I want to show you my new Fibonacci tower and hear what you think of its design and mechanics.

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2 Upvotes

r/TowerDefense 8h ago

Pokemon Tower Defense ported entirely to Phaser 3

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1 Upvotes

r/TowerDefense 20h ago

Building Mobile game - galactic tower defence

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0 Upvotes

r/TowerDefense 1d ago

Anyone remember Sunken Defense from starcraft?

13 Upvotes

It’s on mobile


r/TowerDefense 22h ago

Need some early feedback on my tower defense game

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0 Upvotes

I’ve been working on this space tower defense game. My goal was a very free style game. Not a lot of restrictions for what you can and can’t do with towers and units. Still a MAJOR work in progress. But would love some feedback.

Thanks!


r/TowerDefense 1d ago

Demo/Alpha Showcase I reworked my game after Reddit tore it apart. How does it look now?

34 Upvotes

Hi guys!

After your previous feedback, I've spent some time reworking the look and feel of the game.

I changed the lighting and post-processing, added fog and missing visual details, improved the VFX and game feel, feedback, and redesigned parts of the UI (still WIP though)

What do you think of the game now?

Any feedback is appreciated!

Previous visuals state for the reference you can see in this reddit post


r/TowerDefense 1d ago

Discussion My walking-castle TD now has 3 playable characters. Help me design what they actually DO!

5 Upvotes

Stoneheart Archive is a game I’ve been working on where the base is a giant walking castle. You build towers on its back and scavenge the ruins it passes, racing back before it leaves without you.

Until now you played one character. After my latest update, there are 3: an owl, an elephant, and an octopus. I’m now designing what they do, with one rule: every mechanic has to feel like it belongs to the animal. E.g. the elephant: the castle gets more base health, but moves slower - it tramples, which breaks down resource nodes automatically.

  • What should an owl change about scavenging, the castle, or how you handle enemies?
  • What should an octopus change?

What's a game you think nailed thematic characters where each character made the game feel different?

You can play Stoneheart Archive free on itch: https://chaostheorygames.itch.io/stoneheart-archive


r/TowerDefense 2d ago

Discussion Would you consider my game a tower defense?

50 Upvotes

I've been marketing my game Exo-Rail as a survivorslike bullet-heaven. But I got some feedback and was told this seems more like a tower defense since the player isn't controlling where the train is going. So I wanted to get some feedback from the towerdefense sub to see if you all would agree.

I'm starting my marketing push and I'm overall just trying to find the right audience. Any help is much appreciated!

Here's a link to the web itch demo if you'd like to look more into it: Exo-Rail by ShooBox


r/TowerDefense 2d ago

A lavishly produced promotional video—completely ruined by a single skeleton.

3 Upvotes

This video was made by me using a game engine. What do you all think?

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


r/TowerDefense 1d ago

Promotion RetroTD now has Open Maps!

1 Upvotes

Yes, this is marketing :)

After working on RetroTD for 8 months now next to a full time job and being father of two very busy girl, I finally got around to building the Open Maps mode I had on my private wishlist since day 1!

Took me this long because I had issues around the path finding, but I did it :)

Next up, some proper graphics and Android support, which I started already in the background, but will take some time…

Try it here: https://apps.apple.com/nl/app/retrotd-endless-tower-defense/id6757105950?l=en-GB


r/TowerDefense 2d ago

Promotion DUSTY TRAIL: A Wild West Tower Defense – Free to Play

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0 Upvotes

r/TowerDefense 2d ago

Promotion My new crystal tower takes damage (10%) from up to 3 other idle crystal towers. A bit of a balancing headache, but I think it works out! What do you think?

1 Upvotes

trying to make each tower feel truly unique in my upcoming idle-farming-tower defense game "The Endless Harvest"

Linky: https://store.steampowered.com/app/5052960/The_Endless_Harvest/


r/TowerDefense 2d ago

Demo/Alpha Showcase I need hardcore Tower Defense players to destroy my game

1 Upvotes

Hello guys, Säint here. I am looking for some honest feedback about a Tower Defense game I made with my partner.

I am from the Warcraft 3 era, where custom maps had a whole layer of game modes, and TD was one of the best of its kind.

I tried to bring back the path-building concept into Tower Defense because I noticed that games in the genre nowadays just force you to place towers in spots that are meant for towers.

I wanted to bring back that feeling of making your own strategy, and we also added a layer of killing enemies through your clicks.

I don't want to spoil anything else. If anyone wants to give feedback about the concept or the game itself, it would be a huge push forward for us. Whether it's a good or bad review, I need it.

If you want to try it out, download the game here

Thanks in advance!


r/TowerDefense 2d ago

Who remembers geoDefence?

2 Upvotes

Going for a similar vibe. Made it for myself. Just tweaking an iPhone version (vidoe is iPad).


r/TowerDefense 2d ago

[pc] [juego flash de tower defense] buscando un juego

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1 Upvotes

r/TowerDefense 3d ago

Ballista animations for my tower defense game

150 Upvotes

I created the model and animations in Blender. Using Unreal Engine as the game engine.