r/TowerDefense 3d 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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8 Upvotes

r/TowerDefense 29d ago

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 5h ago

Demo/Alpha Showcase 15k units vs 1 Tower - Work in progress

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12 Upvotes

Hello everyone,

As a solo dev, currently working on a new TD game.

I am still working on larger hordes but wondering, what do you guys think about the horde with 15.000 zombies ?


r/TowerDefense 7h ago

Promotion Working on this little Team Management Tower Defense game. PvZ or The Last Stand vibes?

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6 Upvotes

These are some new juicy clips from my solo project. Working in a free time having full time job.

Super Special Squad - funny little team management tower defence game.
You basically combine heroes with unique abilities and destroying hordes of enemies. Collect resources, buy more heroes/upgrades for them and proceed to kill even bigger hordes.

There is no "tower" placement and such. It is more oriented in squad management and real-time control/ability use. Tho i plan to add barricades/turrets building mechanics in the future.

Currently working hard to deliver the playtest build. Should be up soon, so if you like how it looks - i'd be happy to see you playtesting it!


r/TowerDefense 13h ago

Demo/Alpha Showcase Nullnest - Dark Tower Defense Incremental with a PoE2-inspired gem system.

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22 Upvotes

Hey r/TowerDefense ! We're making a dark fantasy tower defense with incremental progression. The web build is now free to play in your browser: https://mgfa-studio.itch.io/nullnest

About Nullnest:

Defend the Core in a dark tower defense. Survive relentless enemy waves, unlock new abilities, and collect gems of different rarities that completely transform each run. Experiment with endless combinations and create unique strategies to overcome ever-growing challenges.

We'd love to know what you think, especially on pacing and difficulty in the early waves. Thanks for checking it out!

Whislist now: https://store.steampowered.com/app/4996910/Nullnest/

Play it here: https://mgfa-studio.itch.io/nullnest


r/TowerDefense 15h ago

Promotion My dad and I finally released our medieval tower defense game on Android

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18 Upvotes

https://reddit.com/link/1w469vi/video/hma075bphvmh1/player

Hi everyone!

My dad has been working on Stormhold: Tower Defense for quite a while, and we've finally reached the point where we can release it on Android. I've been helping him with the promotion and launch, so it's pretty exciting for us to finally be able to share it.

It's a medieval fantasy tower defense focused on building and upgrading your defenses, choosing the right towers for each situation, and surviving increasingly difficult waves of enemies.

The game is completely free to play, and it can also be played offline, so you don't need an internet connection once you have it installed.

We wanted to keep the classic tower defense feeling rather than turn it into something completely different, while adding our own maps, enemies, progression and mechanics.

We've mainly tested it on relatively powerful phones, where it runs well. Performance can vary depending on the device though, so if you try it, we'd also really appreciate hearing how it performs on your phone.

Google Play: https://play.google.com/store/apps/details?id=com.stormholdstudios.stormhold&pcampaignid=web_share

Any feedback is genuinely welcome — difficulty, balancing, towers, performance, things you like or things you think we could improve.

Thanks for checking it out! ❤️


r/TowerDefense 6h ago

Our roguelike deckbuilder tower defense just got its biggest playtest update since April, open to everyone

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3 Upvotes

r/TowerDefense 2h ago

OG tower defense game

1 Upvotes

Need help finding this old TD mobile game the theme/design is like a military defense where some tower throws flamethrowers and or spit goo that slows them down. Enemies are troops/military and some levels enemy are blimps


r/TowerDefense 6h ago

Solo dev WIP: active tower defense where you fight inside the horde — does the core gameplay read yet?

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2 Upvotes

I've been working on my first game in Godot — an active tower defense where you control the character directly while your defenses help hold back an advancing orc horde.

The project is still very early and most of the visuals/environment are placeholder or blockout quality. Right now I'm mainly trying to make sure the core combat and battlefield flow are worth polishing further.

I recently added barricades to shape the horde and an archer defense alongside the cannon.

I'd especially love feedback on:

  • Does the combination of active combat + tower defense make sense from the clip?
  • Does the horde feel threatening/readable, or still too sparse?
  • What looks like the weakest part right now: combat feedback, enemy behavior, defenses, or overall presentation?

Don't worry about being harsh — that's genuinely useful at this stage.


r/TowerDefense 2h ago

Demo/Alpha Showcase Check out my new game

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1 Upvotes

r/TowerDefense 3h ago

School project TD

1 Upvotes

Hi guys,

I am making TD for my school project. We use C++. Would you recommend us some map & enemies designing tools.

Also any other useful tools to make TD game.

Much appreciated.


r/TowerDefense 5h ago

I am making a rouge like tower defense game, with a 15 day night loop

0 Upvotes

I am working on a 3D rouge-like tower defense game, where you land on an alien planet. In the night you scour the lands and mire for resources and during the day aliens attack your ship and have to defend it by placing tower in a top down view. You can only move freely across the map during the night when aliens are asleep, and if you go too far from the ship and the day suddenly occurs then you get killed, so always need to be close to the ship. As the day begins enemy starts coming and you kill them by placing towers, and other abilities like dropping abilities on the field, like a grenade, or fire pit, or gravity wall. and after surviving every night you get to choose a buff card out of three and a shop is also present. You can upgrade your towers, player's abilities.

This will be a very linear game offering 2-3 hours of fun grinding gameplay.

Need your thoughts on the same!


r/TowerDefense 1d ago

Promotion Hold the Line

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21 Upvotes

r/TowerDefense 20h ago

Demo/Alpha Showcase One week left in our free Steam Playtest. We'd love your help breaking All Hands.

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7 Upvotes

Hi, I'm Jordan, one half of Lion & Otter Studios.

There is one week left in the All Hands Playtest, and I'd love to get a few more people into it before we wrap up on 8 September.

All Hands is an incremental 3D tower defence about redirecting enormous crowds of energy-drink-mutated "customers" away from your HQ. The Playtest is free, it is on Windows PC, and no keys are needed:

https://store.steampowered.com/app/4867340/All_Hands/

We've been fixing bugs and shipping new builds as people play. Every report has helped, and I'm sure there are still parts of the game we haven't pushed in quite the way a new player will.

If you feel like giving it a try, here are a few directions you could take a run:

  • Reshape a route with walls, trenches, craters, and disposable structures, then watch thousands of customers find their way through it.
  • Place sponsor-branded turrets on the ridges, aim their firing cones yourself, and try the upgrades that look most interesting.
  • See how far a tidy little defence can scale before ten thousand customers turn it into a very large incident.
  • Reach for Airstrike, the AC-130 Gunship, Space Laser, Mandatory Regrading, Nuclear Option, All Hands Meeting, or Site Survey Error when the plan stops working.
  • Let a branch collapse, spend the Career progress, and come back with a different idea for the next run.

None of this needs to be a formal test. Play however you like. If something breaks, feels confusing, seems wildly overpowered, or is unexpectedly fun, I'd genuinely love to hear about it. If it is a bug, the ability, map, wave, and what happened will help us chase it down.

You can reply here, use Steam Discussions, join us on Discord at https://discord.gg/QHxdc3CXkn, or press SEND ANONYMOUS FEEDBACK from inside the game.

Thanks to everyone who has already played or sent us a report. It means a lot that you've given our little game some of your time, and you've already helped us make it better.


r/TowerDefense 9h ago

Aliens vs.Zombies: question about Fire Beam and Ice Beam

1 Upvotes

I've been enjoying the game so far, just one question. Are certain weapons mutually exclusive? I have yet to choose Fire Beam and Ice Beam at the same time. It would be too bad if these can't be choosen at the same time, as I always like watching a beam spam happen.


r/TowerDefense 21h ago

Discussion How important is active play

9 Upvotes

Do you like to be busy mid wave in a tower defense game? Or do you prefer when a game lets you sit back watch enemies crash on your impregnable fortress.

If you like to be busy, what kind of things do you like to be doing? Building/upgrading towers. Dropping active abilities?

What kind of gameplay do you like midwave?


r/TowerDefense 16h ago

Demo/Alpha Showcase Minimal Warcraft 3 Line Tower Wars. Need some multiplayer and balance testing.

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2 Upvotes

r/TowerDefense 12h ago

Feedback of Goblin Problem

1 Upvotes

Hey guys Im working on a game right now. Its called Goblin Problem.

There are some question I would like to ask you guys which one you preffer.
Do you like if some of the enemy like 10-20% is attacking the towers? So some type of enemy can attack the tower in my game for example in a ballon some goblin is throwing bomb to the tower.

Would you enjoy a isometric view where you control a knight and you can attack the goblins too?

https://youtu.be/CCS8BsFbYz8


r/TowerDefense 1d ago

Gun Tower designs for my Tower Defense game

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41 Upvotes

I'm working on a Tower Defense game where towers have multiple tiers.

Merge two identical towers to upgrade them into a stronger version, but you can also combine different towers to get different results


r/TowerDefense 1d ago

Demo/Alpha Showcase Weird defense game where you mount your towers on colossal platform terraformer vehicules and must hold the line against waves of ennemis from the rival corporations.

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11 Upvotes

r/TowerDefense 15h ago

Added new visual Effects to my Enemys which will come with the next Patch

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0 Upvotes

Im currently turning the Feedback from my Demo into the reality. Someone said i should add better visual effects for the enemy effect. I did that now :D. Next Demo Patch they will be implemented.

In the mean while you can already start with the current Demo version :D:

https://store.steampowered.com/app/5096200/Get_Outta_My_Gut_Demo/


r/TowerDefense 13h ago

Promotion Tired of mobile strategy games full of ads and IAPs? We made Castle Stormers — just castle sieges, tactics, and no nonsense

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0 Upvotes

To be honest, I developed this game entirely on my own because I was fed up with games full of in-app purchases and constant ads. It’s my first game; I had previously only worked on mobile projects.

Google Play:

https://play.google.com/store/apps/details?id=com.castlestormers.game


r/TowerDefense 1d ago

Promotion Shipped 2-4 player co-op for my TD

4 Upvotes

I'm the dev on Slot Theory, a roguelite tower defense - draft one card per wave, six slots, no building mid-wave. Just shipped co-op, and the problem I was designing against is one I've hit in every co-op TD I've played: one player ends up on support duty. Someone holds the real chokepoint and the other one tops off the back row, and the second player might as well be watching.

Two decisions fixed it, both slightly hostile:

Lives are shared, not per-player. There's no "I'm fine, you're leaking." One pool. Your partner's leak is your leak, and rerolls come out of the same pool.

Most of the maps are dual-spawn - both ends of the lane open at once and the waves walk toward each other. There is no back row to be safe in. On The Four Gates, two of the four gates open behind you.

Everything else stays yours: your own hardpoints, your own draft stream, your own bans. You can't ban a card because your partner keeps taking it (I considered it). The one genuinely cooperative thing in the mode is the operator active - one meter each, aimed rather than just pointed, and you can aim it at your partner's stretch of lane.

2, 3 or 4 players and the map decides which. Empty seats fill with AI, so you don't need a full lobby to start.

Solo project, so it's not a big game, but co-op is the thing I most wanted it to have. It's 50% off right now if you want a look: https://store.steampowered.com/app/4523160/Slot_Theory/
There's also a free demo, though the co-op mode is limited to the full version.

Happy to answer anything about the design or the netcode.


r/TowerDefense 16h ago

Demo/Alpha Showcase My first vibe coded game

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0 Upvotes

They said you can't just "vibe code" a full tower defense game. So I did!

But here is the crazy part: I set up an AI to play it over wire, and watching it adapt, learn, and crush the levels in real-time is mesmerizing.

Building complex systems is fun, but watching an autonomous agent conquer the grid you just built is a whole new level of magic.

#VibeCoding #ArtificialIntelligence #IndieDev #TowerDefense #SoftwareEngineering #AgenticAI


r/TowerDefense 1d ago

Demo/Alpha Showcase Looking for playtester for my upcoming game Screen Creeps!

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7 Upvotes

https://store.steampowered.com/app/4211320?utm_source=reddit_tower_defense

There are limited spots so first come, first served!

My game is a weird combo if genres, its a tower defense with a sprinkle of idle mechanics. But the mean aspect of it is building your own mechs/weapons. So think of Noita and Magicraft level of crazy builds. I thought before releasing a demo, i would play test some and gather some data to polish some of the rough edges. Thank you for you time!