

Tower Dominion
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Tower Dominion
Shape the battlefield as alien waves advance on your stronghold in Tower Dominion. Modify terrain tiles to create choke points, funnel enemies into artillery fire, or lead them into traps. After each wave, select upgrades and adapt your defenses. Factions bring distinct towers, biomes, and strategies, while heroes and other content unlock as you progress. Steam players rate the game 85%% positive across 5,207 reviews. Released May 7, 2025. The Steam PC version is available for Windows.
Credits
Lowest recorded in 36 months
$8.502026-08-03 · AllYouPlayBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| Traditional Chinese | Yes | — | — |
| English | Yes | — | — |
Show 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | — |
| German | Yes | — | — |
| Korean | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Russian | Yes | — | — |
| Spanish | Yes | — | — |
| Polish | Yes | — | — |
Steam PC edition data · 2026-10-26
02Before you buy
Play mode
Tower Dominion is single-player on Steam and supports Steam Cloud.
Language
The interface supports ten languages, including English, German, and Simplified and Traditional Chinese.
03Frequently asked questions
How does defense work?
Reshape terrain tiles to create choke points and steer enemies into artillery fire or traps.
What happens between waves?
After each wave, choose upgrades and rewards, then adjust your defenses to counter the enemies.
What modes and difficulty options are available?
The game has four difficulty levels and an endless Frontier Mode.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Really solid and charming tower defence game. Like Rogue Tower but way more polished and fleshed out, with a lot of variation between factions, commanders, buildings and doctrines. I spent a huge amount of time on the demo, and the full game is even more expansive and fun than I'd hoped with a lot of different replayability. If you're on the fence, try the demo and you'll likely end up wanting more. A lot more. It is currently tickling a part of my brain that no other tower defence has in a long time, or at all. Shoutout to the devs for their communication and openness in their discord, and to Angory Tom on youtube for introducing me to it!Show moreShow less
Yet another review from some dude who played the game for dozens of hours and in the end said "yeah this isn't fun." That's a very bad trend to see. This could be a really awesome game. That's why I played for so many hours. But I don't have confidence it will get fixed. There are many elements of the game that just aren't fun. There are too many meaningless gameplay decisions. Too much RNG. Income is so slow that it makes the game uninteractive and predictable. These are all solvable problems but they require the developer to recognize they are problems. The developer is very positive, engaged, and communicative. That's great. But it's clear they are focused on... "optimized problem solving" let's call it. A developer comment from another review: "First, a message of hope. Good players achieve a winrate above 95% on difficulty 4, so the game is not about RNG. Your actions have meaning." Yeah that's a major "show don't tell" problem. If you have to tell users your product is XYZ because they see it as ABC, then you really need to reconsider whether your product is XYZ. And seriously consider why users think the product is ABC. The game was designed in such a way I thought there'd be an endless variation of options and playstyles I could experiment with... because of RNG and the other things I mentioned, that is not the case. And the game developer's response is "well maybe you're just bad at the game?" There's like 50 threads in the forum complaining about income rate. Developer mentioned in one of those threads they NEVER pick supply in the reinforcements tree, and implied YOU, the PLAYER, must be doing something wrong if you play differently from the developer and lose. Your income should be good enough without supply reinforcements. It is for me! ¯\_(ツ)_/¯ "1v1 me bro" is not the kind of energy a developer should bring to the table. You should be focused on figuring out how to make the game better. Not telling me how to play better. Maybe I just don't want to play that way? Climb out of my treehouse bud. That is why I'm skeptical the game will be fixed. I spend all day dealing with SWEs for a living. I can tell when someone is struggling to get into the user-interview mentality. I've seen many SWEs --- highly paid SWEs with PhDs. "Good SWEs" to borrow the developer's language --- delegitimize and dismiss the feelings/experiences of their users and not even realize it. It's a common problem. Very few SWEs overcome it without some sort of coaching. Recommendation to the developer: users rarely know what they want. They are often wrong about what the solution is. But they are never wrong about their experience. They know what annoys/hurts/bothers them extremely well. And most of your customers are never going to be "good players." Most players in League aren't in challenger. If a champ in league has a 80% winrate in plat and below but has a 45% winrate in challenger because players at that level can finally with their gimmick, that doesn't mean the champ is balanced. Most players aren't Tyler1. You can't optimize your game around Tyler1. You can't respond to player feedback by saying "well but Tyler1!!!" The game will die very quickly. Players aren't your fellow players when you are a developer. They are your customer. You have to interrogate their experience very differently. Because it's USER FEEDBACK.Show moreShow less
What a gem. Don't listen to the negative comments saying the game has too much rng. I'm afraid those people need to start looking at their decisionmaking instead of blaming it on luck. I've had my fair share of losses so far but I could always tell what I might've done wrong. Maybe I didn't prepare well enough for a possible upcoming enemy-combination because I didn't collect enough (shieldbreaking) single target solutions. Maybe I went for a too greedy route and died in the process. Maybe I just didn't invest in the right buildings. There is so much to think about and to plan ahead. If you enjoy a deeply strategic tight experience you should give this one a tryShow moreShow less
This is a fine Tower Defense but it lacks interesting depth. The final difficulty is so hard that it is almost unwinnable on certain characters without cheese strategies - and I'm a pretty good gamer. I platinumed this on the hardest difficulty and would not recommend it. The currently highest rated "not recommended" review by Aractos sums up my feelings - the actual mechanical design of the game is confused and at odds with itself, the balancing is awkward, and the difficulty scales up so rapidly that oftentimes when you lose you will have no idea what you could have done differently, making it hard to carry useful game knowledge from run to run. It's... fine. I would not recommend this unless it's on heavy sale or if they hire someone that understands the numeric art of game design a little better than they currently do.Show moreShow less
This game had no right to go this hard. I don’t even like tower defense games. Never have. But something about this one caught my eye—played the demo on a whim, and boom, hooked faster than a goblin on a spike trap. It’s a fantastic roguelite tower defense that just gets it. No bloated tutorials, no 20-minute cutscenes about ancient tower lore, no nonsense. You jump in, you get it, you play it, and you have a good time. That’s it. The controls are slick, the UI is clean, and the art style? Chef’s kiss. Minimalist, but polished like a shiny new game disc from 2007. There’s real magic here—everything feels tight, deliberate, and just plain fun. You try weird combos, you fail, you try again, and somehow every run feels like a good time. And if you do fail? You didn’t just waste your whole evening. You learned, you laughed, you probably unlocked something new anyway. No bugs. No always-online. No microtransactions. No battle pass with 87 tiers of tower skins. Just a proper game, made by people who knew exactly what they wanted to make—and absolutely nailed it. Seriously, download the demo. It's tiny. You’ll be building towers and plotting world domination in five minutes flat.Show moreShow less
Potential to be one of the tower defense greats, burdened by jank and suffering by what hopefully are just a few bugs to buff out I rushed through this game as a real tower defense lover, finished almost all the chars on max difficulty. But as with all love not meant to be, things rubbing the wrong way started to accumulate over time. Hopefully a few game updates and bug fixes can safe this relationship in the future. There are a few design choices that do not work out as the game is right now, like; 1.The game is very sparse with info given to the player. In what actual damage your guns do, what bonusses enemies get. The summary at the end is fun, but in the meantime trial and error is the only way to find out what works and what doesn't. Also some commanders(same faction) have more or less income on start, which isn't mentioned anywhere. 2.Nonadjustable target prioritization. This doesn't have to be a bad design choice, unless there is too much overlap in enemy specialized towers. Never fun if your only anti-stealth options have "keep target" as main prioritization. Same with anti-air. Meaning if they shoot at a slow tank enemy first, they will gladly let all stealth/flying enemies pass. This can and will end a run very often with badly timed spawn. (This is just one example, there are quite a few more questionable prio's.) 3.Enemy growth isn't linear but exponential. Again, doesn't have to be a bad design choice, but a lot in this game feels counter intuitive to this kind of scaling. From most of the commander abilities to tower upgrades. (That single new fast flyer unit that started to make it only halfway down the choke point last wave? Next wave you bolster anti-flyer defenses, but it suddenly survives everything and deals 1/5th of your base health in damage. Luckily there are already 6 more making it past your freshly upgraded defenses.) This scaling is very frustrating to play against, cause just like in real life, you sometimes just lose, even when doing everything right. 4.Randomized enemy health and damage per run. Every run not only randomizes enemy types(fun!) But also how much health they have? I have had multiple occurrences of starting a new run, and dying in wave 4-5 because enemies seemed to have abnormal health and damage, destroying the tower in just a few hits. Hopefully just a bug. 5.Uncontrollable support units. Fun to have a commander unit that with commanders and unlocks can be buffed to absolutely glorious levels. Less fun if 12 waves in it suddenly decides to take the weirdest possible route and end your run by avoiding the enemies. Again, not a bad design choice per see, but it feels out of place to have so many special commanders and buff options, only to make it not really viable. 6. The most unforgivable for a tower defense game....DON'T USE THE SPEED UP BUTTON! I haven't figured out what goes wrong, but enemies can suddenly slip by defenses they normally wouldn't, I suspect maybe reload or aiming turrets go wonky. Bonus small gear grind, Endless mode in this game doesn't mean a challenging:"lets see how much fun i can have by maxing out towers and see how far i can get". Endless mode in this game means that it's going to end you. Because of exponential growth (which goes into overdrive during endless mode), even with the best and luckiest RNG, most games will end you in just 1-2 waves. Which just feels bad if you want to play around a bit with a fun successful built.) TLDR just clicked because curious. Game is fun and has a lot of potential. Repeatability of the game suffers under design choices, balance issues and possibly bugs?Show moreShow less
Surprisingly good tower defense roguelike with a lot of replayability and depth. I would reccomend to any fans of the genre. Will update after testing on Steamdeck. edit: Mostly good on Steamdeck. I changed the map movement controls because the default kept bugging out. Havent had any problems after playing 4 rounds on Deck.Show moreShow less
Sadly I have to recommend no on this one as it is now. The game is cool, lots of characters and cool towers and stuff. But there's some weird balancing issues... I've had a few runs in a row now where I get to level 29 or 30 with no problem, not a single enemy damaging my command center. And then die within seconds on level 31. Feels like the enemy scaling is off, going from crushing it to getting completely destroyed the very next one is very demoralizing and frustrating, especially after having played through to the very last levels. Great game otherwise, graphics and variety and gameplay are cool. Maybe devs can do a rebalance of the last few levels and then I would change to thumbs upShow moreShow less
This is one of those games I wish I could give a mixed rating. I feel it is missing some sort progression system outside of the battles and map system. Just giving difficult levels seems a bit poorly implemented. Like have different biomes with new effects and give it just a bare bones story would really elevate the experience for me. That said, this is a graphically impressive tower defense game. Also, the towers themselves and the mechanics are well fleshed out and diverse. Also, the enemy variation is great. Once you get into the map, the game feels great, just lacking things outside of that. Thus, I'm veering on the side of a positive review, but I hope they'll add on to this game in the future.Show moreShow less
really weird. wave 31 they don't even get close. wave 32, nothing dies and I lose. Really good game underneath multiple really strange balance and enemy scaling, lack of stat transparency of and upgrade options before buying a tower and lack of target prioritization as camo towers keep letting camo enemies through. Also need more metaprogression to allow players to plug rng annoyances like slightly narrowing down what type or towers you want. I really didn't want to not recommend but having the enemy strength seesaw drastically really makes it difficult for players to feel like their decisions matter and that they are in control.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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