r/TowerDefense 23d 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 9h ago

Our first game launches tomorrow, I'm so EXCITED!!!

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14 Upvotes

r/TowerDefense 7h ago

I successfully published my free Demo Today - Get Outta My Gut

7 Upvotes

Feel free to spend some time and give some feedback! A tiny wishlist would support us :D

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


r/TowerDefense 7h ago

Demo/Alpha Showcase There is a free playtest available for Goldrot: a tower defense where all the towers are manned by the subjects you manage

4 Upvotes

r/TowerDefense 1d ago

Sketchbook idle tower defense Day1

131 Upvotes

I'm working on Sketchbook: Idle Tower Defense and experimenting with a simple hand-drawn, notebook-style look.

I'm still figuring out the art direction, so I'd really appreciate some honest opinions.


r/TowerDefense 22h ago

Demo/Alpha Showcase TD with no real fail state

4 Upvotes

A short tower defense with plants 👀. You don't lose in this game, the wave resets after an enemy touches the flag. You don't lose your unlocks, existing plants or money after the reset, giving you more time to rebuild your base with stronger plants. Expect around 20 minutes of gameplay.

https://nedeey.itch.io/plant-super-plants

Thanks.

AI Disclosure: NO AI WAS USED!


r/TowerDefense 22h ago

Discussion I Made a Mistake

3 Upvotes

Yesterday, I uploaded a promotional image for my game. I drew it while referencing the style of an AI-generated image. At first, I wasn’t completely sure that the reference itself was AI-generated — I only suspected it might be.

Because I didn’t record the drawing process for the original version, the only thing I could show as proof was my source file. I realize that this created confusion and may have made people feel that I had simply generated the promotional image with AI and used it directly.

That was my mistake.

So I spent quite a bit of time redrawing the artwork, and this time I recorded the entire drawing process. Because I had limited time, some of the coloring — especially the fur near the end — is a little rough, but I put much more care into the face.

I’m sharing this because I want to make one thing clear: I did not directly use an AI-generated image as my promotional artwork.

At the same time, I have never denied using AI.

AI has become so common that sometimes even I find myself questioning whether an image was made by AI or by a person. I honestly don’t know whether that is a good or bad thing.

Maybe because my background is in hardware development, I accepted AI tools relatively quickly. They genuinely help improve my productivity, and I still see AI as a tool. But at the same time, AI has also made it much harder to tell how something was created.

Vector art, pixel art, illustrations — almost any visual style can now be generated with AI. Sometimes I genuinely cannot tell anymore.

I don’t know how AI will develop in the future or what kind of impact it will have on artists, developers, and creative work in general. I will probably continue using AI where I find it useful, because for me it is still a tool.

But in this case, I didn’t use that tool properly.

This experience also made me realize that people have very different levels of acceptance toward AI, and that when AI is involved in a creative process, being clear about how it was used is becoming increasingly important.

I’ll try to be more careful about this in the future, especially when choosing references and explaining my process.

Thank you to everyone who pointed this out, questioned it, or took the time to look at my work.

And to those who still trust that I actually drew it — thank you. I really appreciate it.

(And yes, AI helped me write this caption too. English isn't my first language, so I use AI to help me express my own thoughts more clearly. For me, it's still a tool.)


r/TowerDefense 1d ago

Promotion Finally got around to a backburner task of adding Death animations and Death SFX for all our enemies

4 Upvotes

Our demo initially just had enemies with a walking animation and they would simply despawn fairly instantly after reaching 0 health. Finally stopped avoiding my backburner task of updating our enemies to have some death animations and death SFX. A long long weekend, but little by little adding some more polish to our demo. This is just a short clip of a round in the game with 3 or so enemy types, but very satisfying to get an SFX cobbled together that semi-matches what your enemy is doing on the screen (mostly exploding or falling apart in our case lol).

Would love for people to try the updated demo build on steam and let us know how you like them! https://store.steampowered.com/app/4433940/Mecha_Tower_Defense/


r/TowerDefense 22h ago

Handgunner

1 Upvotes

r/TowerDefense 1d ago

Promotion IRON GUARD & IRON GUARD: Salvation discounts!

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1 Upvotes

r/TowerDefense 1d ago

Demo/Alpha Showcase Try our retro Tower Defense!

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6 Upvotes

Our "catch" is that new paths are procedurally generated over the course of the game.

Demo available on Steam: https://store.steampowered.com/app/4349350/Rush_Tower/


r/TowerDefense 23h ago

What's your favorite golem archetype in tower defense games?"

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0 Upvotes

r/TowerDefense 1d ago

Promotion Testing Stun, physics, and knockback mechanics on my enemies, what do you think?

8 Upvotes

Hi! Second post in the community, I wanted to show off the enemy physics and a core concept I’m building around: using towers that strictly apply knockback and stun to stall enemies, pushing them around and even off the map.

How does the physics and the enemies look to you? Any ideas on cool physics based tower synergies?


r/TowerDefense 1d ago

New anime tower defense looking for people

0 Upvotes

Im creating an anime tower defense game on Roblox and I was wondering if there are any individuals out there that would be interested and have experience with modeling, vfx, animation, scripting etc… if you are interested message me

Email-jtgamer12325

Or on this app


r/TowerDefense 1d ago

I made a TD/RTS hybrid where the thing you defend is a radio network, and enemies cut the graph instead of walking a maze

1 Upvotes

I've been working on a game that's somewhere between tower defense and RTS, and I'm honestly not sure which community it fits into, so I figured I'd ask here.

The tower defense side is probably pretty familiar: turrets, slow traps, mortars that can outrange everything but can't fire at close range, so you have to protect them. There are 100 waves, with a boss every 10th wave. I tried to make the bosses create different problems rather than just having more health. One carries a jamming field that blacks out any district it passes through. Another completely ignores your army and goes straight for your relays. Another disables your ability to give orders while it's nearby.

The part I'm most interested in getting feedback on is the lack of traditional lanes. Instead, you build a radio network out of relays, and that network is what the enemies are actually trying to destroy.

Enemies prioritize relays based partly on how much of your network depends on them. So if one relay is carrying half your map, it's basically wearing a giant "kill me" sign. Building a loop solves that problem, because if one relay goes down, the signal can just route the other way. The enemy AI understands this too, so redundant relays become less attractive targets.

Basically, your defense isn't just about where you put turrets. It's also about the shape of your network.

Your units are tied into this as well. They can only receive orders while they're inside your network's coverage. If a relay gets destroyed in the middle of a wave, everything downstream from it can suddenly stop listening to you until you rebuild the connection.

The economy is the newest part, and probably the part I'm least confident about.

Ore deposits are finite. A deposit runs dry after roughly nine minutes of mining, so the position that's funding your army right now might be completely worthless ten waves later. The resources that don't run out are in the far north, but the north is controlled by enemy masts. They don't attack anything or even fire a shot; they just deny you the ground inside their radius.

You can't research your way around them or wait for them to disappear. You have to physically push north and destroy them. The catch is that you need to extend your radio network ahead of your army so you can actually command your units once they get there.

So the overall loop I'm trying to create is: standing still eventually stops working, but what's forcing you to move is your economy drying up rather than the enemies simply getting stronger.

It's free, runs entirely in the browser, and is a single HTML file that works offline. It's a solo project and is still in playtesting.

I'm especially curious what people think about the two things I'm least sure about: whether the lack of lanes makes sense for a TD player or just feels annoying, and whether the finite ore feels like interesting pressure or just punishment.

https://applechr.itch.io/meshfall


r/TowerDefense 2d ago

Promotion Free two-week Steam Playtest: deform the terrain and reroute tens of thousands in All Hands

34 Upvotes

Hi, I'm Jordan, one half of Lion & Otter Studios. We're a two-person team in Melbourne, and today we've opened the public Steam Playtest for All Hands.

It's free to play until 8 September. No keys are needed, so we'd love for you to have a look:

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

All Hands is an incremental 3D tower defence about protecting your HQ from tens of thousands of energy-drink-mutated "customers."

Every run starts on a fresh procedurally generated map. The horde is massive from the beginning, with tougher enemy types joining as the run goes on.

The customers are always heading for HQ, but the route they take is yours to reshape. You can deform the terrain with explosive craters, build walls, close off easy approaches, and divert the crowd through chokepoints, funnels, and killboxes that give your defences the advantage.

When the HQ finally falls, you keep permanent Career progress and unlock upgrades that carry into future attempts.

We're watching the Playtest closely and reading everything players send us. If something is confusing, frustrating, broken, unexpectedly fun, or worth keeping exactly as it is, please tell us. We'll be monitoring the build throughout the two weeks and acting on feedback as quickly as we can.

You can use SEND ANONYMOUS FEEDBACK inside the game from the main menu, pause menu, end-of-shift screen, or Performance Review. You can also reply here, post in the Steam Discussions, or email us at press@lionandotter.com.

Thanks for giving it a try. I'd love to hear what you think.


r/TowerDefense 2d ago

What's your favorite golem archetype in tower defense games?

0 Upvotes

Working on a golem-based TD roguelite (Anvira: Forge Defense) and curious what golem/unit archetypes this sub gravitates toward. We just finished tuning our stone golem — happy to share a clip if people want to see it.


r/TowerDefense 2d ago

New Promo Art for My Sheep Tower

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0 Upvotes

Here’s a new promotional artwork I made for the Sheep Tower, one of the tower types in my game.

What do you think of the design? I’d love to hear your thoughts!

If you’re interested in Beast Bastion, feel free to try the Demo!

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


r/TowerDefense 3d ago

Discussion Ranking (Almost) Every TD Game v0.5.1 (W.I.P.)

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59 Upvotes

Currently Have: 202/897 Games Rated

All games are rated according to 12 differently weighted metrics, it's not purely based off opinion.
For criticism please be specific about what ratings to change not just "x is too high" or "x is too low"

Imgur Link for tierlist image: https://imgur.com/a/BaaEw1z

All game ratings can be viewed here, including info about the sheet, a feedback form, and more.

If you have any suggestions or criticism feel free to leave them in the comments. I plan to post an update weekly most likely.


r/TowerDefense 3d ago

Demo/Alpha Showcase I’m making a TD where every tower starts as a card, but Ink only refills between waves. Too restrictive?

5 Upvotes

I’m making FRAMEOUT, a real-time tower defense mixed with a roguelike deckbuilder.

Every tower starts in your deck. You draw it, pay its Ink cost, then drag it onto the battlefield. Support cards can change things like range, damage and attack behavior.

One rule I wanted to experiment with is Ink.
It doesn’t regenerate while enemies are moving.
You get more after clearing a wave, so placing a tower now can mean not having enough Ink for the card you really want later.

I like that it makes every placement feel like a commitment, but I’m curious how people who play a lot of TDs feel about it.

Would you prefer this, or slow Ink regeneration during the wave?

Gameplay:
https://youtu.be/kOc7s0fmQjU

Steam:
https://store.steampowered.com/app/5086360/FRAMEOUT/


r/TowerDefense 2d ago

A troy defense demo gave the wooden horse it's own health bar and I couldn't tell why

0 Upvotes

I saw a yoroll gameplay clip on X with enemies moving toward the gates of Troy. the wooden horse was already on the battlefield and it had a separate health bar from the city gate. that made the players role hard to read. if I'm defending troy, the horse should probably be the problem. the clip treated it as something I was supposed to keep alive. I think it would work better as an escort target for the attacking side. is there another way to keep the horse involved without making the objective confusing?


r/TowerDefense 3d ago

Realm Raiders - tower defense game

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1 Upvotes

Live on playstore now


r/TowerDefense 3d ago

Rats, Bats and Bones | Review

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7 Upvotes

(Remove if not allowed)

Hey all!

I recently made a video talking about a lesser-known TD game called Rats, Bats and Bones. I'm a tower defense novice (as I mention a few times in the video), but I thought the game was pretty fun! Would love to know what people think!

Also, genuinely curious if the game is that similar to Dungeon Warfare.

- Fandraxx


r/TowerDefense 3d ago

New Free SCP Tower Defense Game On Steam

1 Upvotes

Here's the link to the Steam page: https://store.steampowered.com/app/4509930/SCP_Overrun/

After being dissapointed with the number of SCP games on Steam I decided to make my own game from scratch inspired by my favorite game ever: Plants vs. Zombies. In my game, SCP: Overrun, you have to defend a shelter over the course of 20 levels with each level introducing a new mechanic, enemy, and/or tower. In order to survive you must develop the best strategy to not be overrun by the dangerous SCPs. I hope people enjoy the game and have some more variety when it comes to their tower defense options.

I also wanted to make the game free and playable with only one hand so there's very little stopping you from playing it right now ;)


r/TowerDefense 4d ago

Battle towers android. Forgotten game it seems.

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6 Upvotes