
Towerful Defense: A Rogue TD is a roguelike tower defense game. You have one tower and a few skills that you must use wisely to fight off waves of ever-growing enemies. Choose from a variety of upgrades, and items to craft your unique and powerful builds.




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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.
The dev really needs to take another look at balancing in this game. Looking at the list of stats, one would assume there are many possible viable builds. Unfortunately though, the only way to get through the higher difficulties is with one specific kind of build, that being one based on basic attacks. Start with the skill that just shoots out extra basic attacks and then stack attack speed, bullet damage, first skill cooldown, and target amount. This will always result in victory and no other build comes remotely close. One cannot successfully clear the game with a build focused on elemental attacks. You will always die from not having enough damage before getting to the point that you can really begin to scale the elemental damage. The main problem is there's no way to start with something that benefits a lot from elemental damage, save for the lightning skill. But that skill doesn't
This is a great proof of concept that the idea of this game is good, but it falls way short of fulfilling what it sets out to be. - This game needs a complete balancing overhaul. Some upgrades are so powerful that they are extremely important, while a tremendous ratio are so bad they are useless or even undesirable regardless of your build. Since you only get a few options at a time and there's no way to influence what options you'll get, it's totally random whether or not a run will be successful even when your decisions are the same between runs, and you may never get the options you need to attempt the build you're after. - Upgrade descriptions are poorly explained. In many cases, you have to guess at what the actual effect of an upgrade will be, and you're often not shown any information about what amount of increase you'll gain from it. - There are a few good ideas and fun intera
Cute game but I think the 10 dollar base price is a little high.
It's not well balanced yet and it definitely needs more weapon types, but I like it. It's currently too frustratingly RNG reliant. The English needs a lot of work - I'm not even sure what some things are trying to communicate. But, still, I like it!
There are some interesting ideas here. The game is kind of like a hybrid of Brotato and A Perfect Tower, where you spam skills during enemy waves. The bones are good, but Towerful Defense is in desperate need of a graphics overhaul, a thorough proofreading, and some personality As is stands now, the best thing I can say about the game is that, while I wasn't miserable playing it, it just makes me want to play Brotato
This game just really doesn't have a lot of substance. I say this as someone who played the original prelease demo AND the playtest build before finally buying the full game recently, expecting the game to be in a better state than those previous two versions. All that's really changed is that there's more... stuff. Which is a bad thing if you think about it, since every run just consists of hoping you get certain items, because they're necessary for your build. No matter what kind of build you try, this will always be your experience. You'll be hoping for certain kinds of upgrades, RNG won't give them to you, and you'll die. Or maybe you'll get lucky, get everything you could possibly hope for, and still lose anyway because the pill-shaped enemies with the + over them are just straight up invulnerable (ingame info says they can't heal themselves or each other, but that's a straight-up
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