
Defend Your Crypt is a strategy and puzzle game, in which we will have to avoid to lose our treasure by the tomb thieves. We, as the Pharaoh, can use different traps to defeat those damn ambitious humans who are profaning your tomb.


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
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Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
I guess I'm the canary down the well, being the first person to purchase and review the game instead of getting a free copy provided by the developer. I don't have much time on this game, because there's very little substance to the game. It's a practically mindless clickfest which has shades of both rhythm games and tower defense, but frustratingly manages to do neither one well. There is no inherent rhythm to the game's dispensing of adventurers for you to skewer. While the game becomes easier if you manage to score multikills with the traps which allow multikills, it's far from impossible to just spam kills wherever you can get them and then make up for any you miss further down the line.... God knows the game provides many more traps than you need. Speaking of the traps, the game resembles a Tower Defense, in that you must purchase defenses in order to utilize them. Unlike a good
Not even notably awful. Very boring gameplay, which essentially consists of clicking different traps, in a cycle, over and over and over again. There is no fortress design portion to this "tower defense" inspired game, and not much else either. Most of my play time is from being alt tabbed while this buggy P.o.S was frozen.
this game is my guilty pleasure
A failed little strategy game. Graphics are so badly as the mechanics and gameplay. Player can't choice places to place traps, and cant build them. There are only fixed traps, that requires reactivate after every use, and they only can active manually... So all degenerates in a mere puzzle game that demands reflexes and coordination eye-hand. Designer has total control: he made and placed the traps and the foes waves, so player must limited to activate traps where and when he has planned. Many surfaces of the first maps are wasted, player neither can't place defensive or offensive characters... Yes, the idea and theme are wonderfull, the concept is very good and gameplay was typical in the 80's, but nowdays videogame implementations means more interactive freedom and smart difficulty, even with retro looks, and this implicate more knowledge, time and resources than an humble indie desing
First of all, great game, I love the premise, the setting and the pixel art! The only gripes I have are with the controls. Using the mouse to click on the traps individually works fine for the earlier levels but as you progress and they get faster and more complex, it becomes harder to accurately and quickly click on the ones you want in time. I've played the 3DS version as well and progressed a lot farther since the touchscreen and stylus combo more or less eliminates this problem. I like this game a lot and want to see it do well on Steam so I have a few suggestions for ways to improve controlling the traps: -Have the area you need to click in to activate the trap be much bigger. -Make the traps mappable to the number keys. -Or make specific types of traps mappable to a key (all pitfalls to 1, spikes to 2, etc) and activate them either all at once, or only while a raider is nearb
Great setting. Expect something like reverse Lemmings, unfortunately it's clickfest (with option to speed it up :D). You need to click trap in correct timing to kill as much as possible. Its lead to multi-replay to memorise the best scheme. Carnage is presented very poorly.
Structured threads, verified dev answers and player expertise without chat noise


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