Tactical turret placing game with gore, gardening and massive battles. You build the routes for the enemies to facilitate that sweet killzone. And take a break to do some gardening afterwards. Plant on!
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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“In its current state, the game has most of its gameplay mechanics but lacks any sort of meaningful goal, progression or story. It feels like a good solution to have the community suggest what is the Goal for players to progress towards. While I describe it as Tower Defence, I want to look for some new spins on the core concept. Maybe, deeper resource management, a base-building puzzle, or additional gameplay during enemy waves.”

Approximately how long will this game be in Early Access?

“I will predict a year of time until it can be called "done".”

How is the full version planned to differ from the Early Access version?

“Just to outline the extent of the ambition (approximate numbers):
  • 15 levels of the core gameplay with some non-combat segments in between.
  • Enemy variety should have at least 3 types. I've done a lot of optimisations, including GPU culling and Impostors, so the challenge will be raised by increasing the number of enemies, as opposed to upping their Hit Points.
  • The turret variety and placement puzzle are currently a priority.
  • If all goes well, I plan to invest in hiring some artists for Art, UI Design, Level Design and maybe a 3D modeller for specific objects to give the game a sense of unique identity.

What is the current state of the Early Access version?

“It resembles a tech demo. Pressing start will load a "floating" level with a God-Mode spinning camera, the ability to shoot, some turrets, and some enemies. You can't add turrets, complete or fail the level as of now. The last two would disrupt the testing of other features.
The Art assets are purchased from general-purpose marketplaces, rather than created specifically for this project, so the aesthetic may be lacking at the current stage.”

Will the game be priced differently during and after Early Access?

“When the game exits Early Access the price will increase.”

How are you planning on involving the Community in your development process?

“As my expertise is rather technical than creative, the initial vision doesn't cover the game design, so I plan to gobble up all the suggestions and ideas the community has to offer.
I just know gore and funky shaders)

I intend to use the Steam forum for all the discussions as Steam is currently the only targeted distribution platform.”
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About This Game

This is a tower defence game that allows you to build up your home, and turn it into a fortification for some epic-looking massive battles.
During every level you have a local progression: building walls for those mindless monsters to wander through, placing and upgrading turrets, and selecting from a random set of boosts to give each play a unique flavour. You can't delete or sell whatever you build, only upgrade the basic turret into other turret models through the progression branches. The gameplay is very focused on that killzone building puzzle, with no micromanagement distractions.

The puzzle though will rely more on intuitive understanding rather than numbers, as there are none, aside from prices. As enemies don't become stronger, but rather the difficulty increases with their quantity, the player can reliably discern the effectiveness of his strategy by the rate by which the orcs turn to giblets.

There is also a macro progression - between levels, you unlock and select from a set of artefacts to "wear". They are not straight power increases, as you start the game with some of the most powerful ones - the armour artefacts, which allow your Home to take more hits. All other artefacts can provide circumstantial opportunities but don't yield protection, leaving you more vulnerable, thus requiring a more intricate strategy overall to harvest their benefits.

The other aspect of gameplay is idle gardening. It is up to a player to decide when to stop planting seeds, and collecting crops and instead, turn your house into a fortress, Home Alone style.

It is important to nail that farming/slaying orcs balance. There should always be something worth fighting for, a peaceful life waiting when all is done and the dust settles. The player is very much encouraged to take breaks from slaying waves of invaders, watering the plants, and return to real life, as the farm will keep producing while the player is offline. Giving that casual mobile game experience that makes you feel effective while not actually doing anything.

Despite the causality, the game doesn't dangle any carrots and unfulfillable promises in front of the gamer, instead, it is the carrot you planted yourself that needs protection - and that is your motivation to stay in the world of Savage Turret long enough to complete all of the levels.

Mature Content Description

The developers describe the content like this:

Includes large blood splatter coming from enemies when they take damage. Also giblets.

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7 (SP1+)
    • Processor: Intel Core i5
    • Memory: 2000 MB RAM
    • Graphics: nVidia 1060 or better graphics (or AMD equivalent)
    • DirectX: Version 10
    • Storage: 1000 MB available space
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel i7 4+ core CPU (or AMD equivalent)
    • Memory: 3000 MB RAM
    • Graphics: nVidia 1060 or better graphics (or AMD equivalent)
    • DirectX: Version 11
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