Tower Dominion
Charts
807

Players in Game

1 539 😀     304 😒
80,02%

Rating

$17.49

Tower Dominion Steam Charts & Stats

In this roguelike tower defense, repel waves of enemies by shaping the paths, customizing your defense and adapting your strategy to crush the invading swarms. No two playthroughs are the same and each strategic decision in this treacherous world could lead to survival or utter defeat.
App ID3226530
App TypeGAME
Developers
Publishers Parallel 45 Games
Categories Single-player, Steam Achievements
Genres Indie, Strategy
Release DateQ1 2025
Platforms Windows
Supported Languages English, French

Tower Dominion
807 Players in Game
5 525 All-Time Peak
80,02 Rating

Steam Charts

Tower Dominion
807 Players in Game
5 525 All-Time Peak
80,02 Rating

At the moment, Tower Dominion has 807 players actively in-game. This is 0% lower than its all-time peak of 5 518.


Tower Dominion Player Count

Tower Dominion monthly active players. This table represents the average number of players engaging with the game each month, providing insights into its ongoing popularity and player activity trends.

Month Average Players Change
2025-09 986 -13.47%
2025-08 1139 -12.8%
2025-07 1307 +1.01%
2025-06 1293 -50.04%
2025-05 2589 0%

Tower Dominion
1 843 Total Reviews
1 539 Positive Reviews
304 Negative Reviews
Very Positive Score

Tower Dominion has garnered a total of 1 843 reviews, with 1 539 positive reviews and 304 negative reviews, resulting in a ‘Very Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Tower Dominion over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 1022 minutes
Game is kinda fun but the balance is atrocious. No matter how well you do on the final wave they always throw out ridiculous levels of stuff that inevitably destroys your base. Game has potential but the math ain't mathing...
👍 : 2 | 😃 : 0
Negative
Playtime: 566 minutes
The games is broken, it reset progress multiple times after crashes, and the support does not even bother to reply any enquiry. The game itself is fine, just some monster that not specific can appear and blow your base at one shot, and unlike other base defense the stat only record last round and you have to click one by one to know the number.
👍 : 1 | 😃 : 0
Negative
Playtime: 1202 minutes
Really wanted to like this, but the game just screws you over with over strength waves. The difficulty builds nicely and then wham, you just get overrun with a super strong enemy you haven't seen before. Difficulty curve all wrong. Also, some commander options only reward certain upgrade paths (i.e. die early if specific upgrade not taken). Balance needed and could be great.
👍 : 2 | 😃 : 0
Negative
Playtime: 5192 minutes
This game is pretty cool. Unfortunately there are some incredibly frustrating bugs, and lack of quality of life features. -It's a known bug that sometimes your towers all start dealing half damage for your run until you reboot the game. What triggers it? Who knows. Can you tell when it happens? I don't actually know, but I can't shake the feeling now that I know about the bug that when I go from 27 to wave 28, and instead of taking zero damage and the enemies not even getting close to my base, instead I can hardly clear any and my base is destroyed immediately, this bug is a likely culprit. Either that or the wave to wave RNG is just that high. -It's a supposedly fixed issue that the fast forward button causes your towers to deal reduced damage. I have my doubts about this actually being fixed, but it's hard to say for sure because... -It's a known issue that when your frame rate drops your towers deal less damage. What? How is that possibly a thing? That sounds like the most spaghetti code thing yet. So despite this game being well made from a game design perspective, with interesting towers and gameplay that pushes you to vary your strategies each run, the end experience when you know about these bugs is one of frustration. Did I lose because I made a mistake? Or was it because my towers all decided to do half damage on this wave. Or something ran in the background on my PC and I dropped frames, and that caused my towers to do less damage? Add on to that elements like a pause button missing and no way to have it replay the wave that just happened for you to see how they broke through your defenses. No way to see weapon or tower ranges outside of towers you're about to place or have already placed. Core game elements not really being explained within the game like how enemies choose what path to walk and other such things. The sorts of bugs the game has strongly suggest that the code for the game is held together with bubblegum and prayers, and most likely there are countless other bugs that just aren't known about that cause you to randomly lose when your defenses are good, or conversely win when you shouldn't (though that would certainly be a less frustrating experience).
👍 : 1 | 😃 : 0
Negative
Playtime: 1086 minutes
Cool game. Game feels very polished, cohesive and all around good experience. But it offers only single random scenarios for 17 dollars. This game in my opinion needs more choice or more persistent progression. I would suggest adding more build-defining doctrines (buffs) during scenarios or a multi-scenario 'run' with some minor run-persistent progression. It doesn't really nail the feeling that I want to try something just because I got a cool buff for it. still a banger tho.
👍 : 2 | 😃 : 0
Positive
Playtime: 3814 minutes
fantastic game. tons of buildings, weapons characters and modifiers to unlock. every character is a different challenge, you really have to use your brain. start by defending one battlefront, build a maze and fortify it with weapons, manage your reinforcements and economy. if you can defend one direction try 2, then 3 and finally defend in 4 directions. its a simple premise that gets very challenging.
👍 : 2 | 😃 : 0
Positive
Playtime: 12750 minutes
Fun game to play in the background of whatever you’re working. Will say the game *desperately* needs some balancing, polishing, and bug fixes though. It’s the single biggest draw back in my experience with it, and would really shine if the devs put some additional tweaks to it. Here are some of those laid out: - TOOLTIPS! (the worst issue with the current build!!) They need a passing over, there are doctrines that explain their function one way, and a different way when highlighted on the UI after selecting, which can make things clearer, but shouldn't require doubling down on or purchasing them to get the info you need. MANY buffs fail outright to provide any indication as to whether they stack. The mission control building is an example of horribly unclear setup/usage/how the buff stacking actually works, or if it even does, or what cap exists on it (it certainly has limits though, you cannot feel* more than a couple stacks worth). Tooltips also fail to stack or aggregate buffs in their number values. Again, Mission Control is the most eggregious example of this. +4% damage per extension touching it, and a buff for an additional +2%. Tooltips may show each buff, but I can put up to 4 extensions potentially touching it (if this even counts??) So that would be (4x4%)+(4x2%)= a buff showing 4 stacks and 16%, and a buff showing another 4 stacks and 8%? But no. Just to symbols. No idea if they stack at all, no idea if all 4 perspective buildings touching count. IN SUMMATION: THERE NEED TO BE BUFF STACK COUNTERS. Period. (Seriously, look at games like Against The Storm. A masterclass in information transparency in its tooltips.) > etc. etc. multiple instances of these discrepancies that really need a polishing pass. Significant clarity missing on a lot of things. - Moreover, some heroes bonuses are different than stated on the selection screen. Kosagi starts with a zone command, but what isnt stated is she also starts with bonus cash to actually make an amazing snowball use of it early game, and making her a slept-on S tier hero. Techno Jorg starts with the modified pulse cannon, but it fails to detail the coils you will build for it and lacks transparency on how that works, and it claims he has a plasma fence to start, but does not. -Some base spawns have initial tile layouts that force you to lose a battlefront because you fundamentally cannot add a tile without connecting battlefronts- it shouldn't allow this to happen. Banning quad line tiles spawning adjacent to the base at start would fix this. -Doctrines need pruning based on faction. Reroll cards don't make sense unless you play pargan. Alternatively, infantry cards make no sense if you play pargan. It's bloat and feels bad. Other roguelites prune options that serve to ruin what you are dealt if it doesn't make sense for what you're playing as. -Some towers need tuning passes. While most have their niche, there are a few winners and losers here. Moreover, the AI behind how the helicopter port chooses its drop locations renders this tower an expensive waste of time as it frequently drops troops in the middle of nowhere, making this tower entirely useless for a wave. -Ran into a bug last night that froze my resources counter at 766. Was still able to make and spend money, but could never see what I had, just stayed frozen at 766 on the UI. -Likewise, if you save and close, and then reload into the game, the UI bugs out and you can't see any doctrines or building perks you have accumulated in that given game anymore. -You cannot reposition airport flares, and if you think selling them will refund you one to place elsewhere, boy are you in for a sorry and extremely expensive surprise when one of the most expensive towers in the game becomes entirely decorative. Very poor design here. -For that matter, the supply antennas should also be something that can be moved, even if you have to spend the currency again. -While new tower placements can be changed before sending the next wave, nothing else can. It would be a huge QOL improvement for upgrades and tile placements to be changeable until you hit send wave. -I disagree entirely with the design choice to hide discoveries on tiles until placed. These are a pleasurable part of the match, but in their current iteration at least once per match you will get one that is entirely unusable because of its current lack of transparency in its position on the tile until placed. It’s very dissatisfying not knowing, locking the tile in, and having it be so janky you never could have used it. RNG is good. Busted like this such that it can make or break games if you get multiple broken placements in a match sucks. At a minimum, if they wont change this, I'm not sure they should be allowed to spawn on laneless tiles, because they're almost always useless on those due to the positions they end up in. "Here's a discovery, but its several spaces away from any lane, and also its a *slow* effect that cant even reach any lane from where it spawned anyway. Are we having fun?" -Credit for unlocks are pointlessly and infuriatingly shut off when successful on a map if you decide to continue to an additional wave. This breeds massive dissatisfaction. I refuse any argument about abusing the system, most runs you aren't going to survive more than a couple more waves, and you've earned it. The existing experience is credit even when you fail, and credit denied when you succeed. Senseless. -Lions are just flat gimped compared to the other two factions. Fundamentally lack the same level of niche strengths that the other two have. It's like rock, scissors, wet paper bag when considering the 3. It's just a clear loser of a faction. -Torrests need either an HP nerf, spawn # nerf, not be able to spawn with a shield, or to incur less base damage for getting through. This thing is an order of magnitude out of balance, particularly when even higher tier mobs are less of a game-ender than a wave of these is. Part of the issue is a general lack of late-game high-damage single-target tower options. Most towers in this game are about AOE, and the only arguable single target comparatives for dealing specifically with mobs like these are either early or mid game towers. There needs to be a howitzer-tier single target tower designed to contend with this mob. -Final wave difficulty jump is a bit silly. You can be well enough set up on a Tier 3 or Tier 4 to beat the second to last wave without anything getting through. Final wave its like everything gets through. I get the "grand finale" concept, but the increase in difficulty scale on the last wave is absolutely borked. All and all a great game for the price, lot of replay value. But def hope the devs haven't stopped tweaking things, because it still needs it. I cannot tell you how infuriating this game is when the bugs and badly coded or balanced aspects rear their heads - its almost enough to warrant not recommending the game. Their work refining the game is not yet done, even as good a state as it is in, so I really hope they havent cashed out and stopped working on it. That being said, I would also absolutely be willing to pay for a DLC that addresses these issues and adds a 4th faction! Maybe a swamp, volcanic, or combo of both biome with a faction that has some new unique gameplay. Hell, while we're at it, give the Lions a pass because they suck butt in both flavor and execution. The other two factions have learnable distinctions that they lean into for success. Lions just fail to excel at anything or do much that is unique. It feels like the intent was to have a hero-centric faction where the commander plays an interesting role, but its under-cooked and the commanders on the field need to be more impactful- think like Warcraft III if you redo this faction, really lean into their hero aspect is my advice.
👍 : 5 | 😃 : 0
Positive
Playtime: 1320 minutes
Wonderful Tower Defense game, as you keep playing you unlock some awesome new things to place down and also new characters and what not. The graphics are nice to, performance is good, lots of depth that you realize the game has after a handful of hours. I can def see myself playing many hours of this one. If you love TD games like me, give this one a try, it gets rather addicting the further into it you get! 20+ hours on the game now and it is one of my favorite Tower Defense game of all time, it is very addicting and fun as hell and has good replay value so far. Two Thumbs up!
👍 : 3 | 😃 : 0
Positive
Playtime: 1462 minutes
This is a good Tower Defense game with one major, glaring flaw that really curbed my enjoyment of the game: lack of player agency. What I mean by that is that is that the player is only given full control of the faction, leader, and difficulty to start a run, and then most everything else is determined by the RNG. You get to place towers, but your choice of towers is included in one of three item bundles after each wave. Those bundles also include specific tower upgrades and general upgrades. In a lot of cases, your choice of upgrades will make some of those items complete trash you have to avoid. I'll give some examples of this in action. There's a faction with an HQ building with the ability to build tons of guns on it. This super platform of guns can be better than a lot of towers if you synergize upgrades with it. There's an upgrade that says "As long as you build only one sniper tower, your HQ gets a big range and damage buff." Perfect synergy, right? Well, first off, you need to get that upgrade to drop. You also then can't build more than one sniper tower, so taking any item bundles with sniper towers or their upgrades are worthless. Oh, and also sniper towers are one of the few early game reliable buildings against camouflaged enemies. So, you better plan on having other towers that can detect those in case you get camo enemies (which are also determined by the RNG, and you're only given a few waves of notice beforehand). One of the other most reliable detecting towers uses a different resource that also is needed to re-roll terrain pieces (again, terrain is determined by RNG). Oh, and that different resource you don't even generate natively as that faction, so you better hope you get some recon drops or economy upgrades via the RNG each wave. You could also hope for a neutral building that provide detecting to adjacent towers, but again, if it even shows up and where it's located is determined by, you guessed it, the RNG. The game is full of design decisions like this that just serve to throw the player curveballs or make you feel that you "picked the wrong upgrades" for that run. It seems like half my runs of going for "condense all battlefronts into one chokepoint" turns into getting nothing but the number of battlefront buffs that become extremely watered down in that scenario and getting those enemies that get stronger the fewer battlefields you get. What all this RNG eventually does is it, somewhat ironically, forces the player to play each run mostly the same (especially at higher difficulties): to not go all-in on one strategy or building unless you already have all the upgrades for it, make sure you've got enough towers to handle shields, camouflage, and air enemies depending on what enemies are chosen. Don't lock yourself into one battlefront unless you've already got one super defensible choke point, make sure to not close off other entry points unless you know your other pathways can handle the increased traffic, etc. I want the freedom to try out some crazy placements and strategies and not be hamstrung by the RNG. I want to try out building nothing but sturdy bunkers and see if their overlapping proximity bonuses could hold back an apocalyptic tide. I want to see if I could do nothing but barricades and strike teams with no offensive towers at all and be successful. Maybe nothing but trenches and grenadiers running around in some crazy WW1 re-enactment? This game does not allow for that - experimentation is kept to the bare minimum, and success at higher difficulties is always about being able to min/max what you're given. There's one character you can only unlock by building 3 of the same Tier 3 tower - the Howitzer. Across 20 hours of runs at all difficulties, I've never had a run where building 3 Howitzers was even an option. It would be such a simple fix too - just allow the player to choose a couple towers that they'll always have at their disposal. Or allow re-rolls on item bundles and have a separate resource for re-rolls, don't use the same resource for both re-rolls and tower building/upgrades. It's a shame because there is a lot of good stuff in here and for the most part is an enjoyable TD game. If Steam had a sideways thumbs option, I'd give it that. If you find the challenge of a TD game in being able to flex and adapt to whatever the RNG gives you, then definitely pick this game up. If you want the ability to test out certain strategies, experiment, and plan beforehand, this is not the game for you.
👍 : 7 | 😃 : 0
Negative
Playtime: 21210 minutes
--tl;dr This feels like an unfinished product. The strategy is shallow, and the lack of weighted chance rolls is getting in the way of the gameplay. --In depth: --Starting positions on difficulty 4 and above will force you to merge what the game calls "battlefronts." You can have only 4 of these, and merging them makes some enemies stronger, and a few important cards you can get weaker. So the designer intent seems to be to NOT merge them. --Between every round, you get 3 pairs of cards to choose from. these can be towers, or passive buffs. This is where the lack of weighted chance comes in because you can spend many rounds not rolling a single tower, so your firepower can't match the increasing number of enemies that spawn per wave. Or you could roll the highest tier tower in your first round, which you won't be able to build until late game, so one of your choices is invalid. --Another issue that isn't related to weighted chance, certain "buff" cards are mathematically inefficient and make your run weaker if you pick them. This seems like a big oversight. There are no strategies that would make them work. My go to example would be the one that makes building 10% cheaper, but upgrading 10% more expensive. Your most basic tower in this game is a Mirador, and even on that basic, cheapest tower in the game, the math instantly makes you spend more resources to get them fully running, than if you simply don't pick that "buff" card. This is not the only case. --The game also does a very bad job of teaching you how to play it. Your previous TD experience of course helps, but there are mechanics at play here which are a bit different. Turrets come with pre-set target priority that you can't change, and it causes them to ignore dangerous enemies far too often, ending your run, even though you have more than enough firepower to deal with those enemies. Another example is that they've added a tooltip at the top right part of the screen which explains the difference between battlefronts and entrances, and it tells you that enemies get distributed equally between the available entrance points. This proves completely untrue in practice. --The main menu comes with a button that invites you to join a discussion about the game on their official discord. However, I have never seen a dev chime in, and all channels have long ago devolved into people describing their fave strats, or if someone complains about a feature, there's regular members who keep showing up with comments that can be summed up as the "git gud" meme. --In summary: I think the devs have put in a lot of work and love into this TD. It has potential, and I did have some fun with it, but the gameplay is at odds with itself. At the time of writing this review, you will notice I have 353 hours on record. This is because I was very thorough in trying to understand game mechanics and trying out MANY different strategies. But knowing what I do now, I would not play the game in its current state. That said, it may appeal to a more casual audience, which it seems to be aimed at. And I WAS looking for a casual experience, but the design flaws bother me too much and I will not be giving it any more of my time unless I see some key problems resolved in patch notes.
👍 : 17 | 😃 : 0
Negative

Tower Dominion Screenshots

View the gallery of screenshots from Tower Dominion. These images showcase key moments and graphics of the game.


Tower Dominion Minimum PC System Requirements

Minimum:
  • OS: Windows 10
  • Processor: 2.00 Ghz
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GTX 1000 series
  • Storage: 2 GB available space

Tower Dominion Recommended PC System Requirements

Recommended:
  • OS: Windons 10
  • Processor: 2.69 Ghz or higher
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce RTX 3000 series
  • Storage: 2 GB available space

Tower Dominion has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.


Tower Dominion Videos

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Tower Dominion Latest News & Patches

This game has received a total of 2 updates to date, ensuring continuous improvements and added features to enhance player experience. These updates address a range of issues from bug fixes and gameplay enhancements to new content additions, demonstrating the developer's commitment to the game's longevity and player satisfaction.

⚔️ PATCH NOTE 0.81 ⚔️
Date: 2025-03-27 18:50:00
👍 : 71 | 👎 : 1
⚔️PATCH NOTE 0.83⚔️
Date: 2025-04-16 21:15:06
Patch 0.83 is here, bringing a fresh round of improvements, balance changes, and key fixes, all shaped by your feedback and our latest testing.
👍 : 74 | 👎 : 1


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