Roguelite tower defense. Each run generates a different map identity, base position, frontline layout, and pressure lanes. Build and upgrade towers, shape your run with cards and between-wave rewards, manage resources and positioning, survive 30 waves of escalating enemies and boss encounters.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“I want to use Early Access to polish this game into a truly replayable roguelite tower defense experience.

The current version already includes a complete core gameplay loop, including randomized maps, map identity selection, between-wave build choices, tower and card progression, side-objective mechanics, and a full 30-wave run structure.
However, the fun of this type of game depends heavily on how it feels over repeated play sessions, such as map variety, the strength and diversity of different builds, readability of information, wave pressure, and whether the mid- to late-game pacing truly works.

Early Access allows me to continue expanding the game while also gathering feedback from real players as early as possible on gameplay, balance, UI, performance, and content priorities, so I can keep improving and refining the game based on that feedback.”

Approximately how long will this game be in Early Access?

“I currently expect Early Access to last around 2 to 5 months.

This timeline may change depending on development progress and player feedback. My goal is not to leave Early Access as quickly as possible, but to move to the full release only after the core gameplay, amount of content, stability, and overall polish have reached the level I want.”

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

“The full version is planned to expand and further polish the current game.

I plan to add more cards, more enemy types, an achievement system, and an Endless Challenge mode, while continuing to expand and improve the current map content, map identities and event presentation, side-objective gameplay, tower archetypes, build options, and enemy and wave variety.

In addition to new content, the full version will also focus on improving onboarding, UI readability, visual effects, balance, stability, and performance, so that different maps, builds, and situations feel more distinct and the overall replayability becomes stronger.”

What is the current state of the Early Access version?

“The current Early Access version already provides a complete single-player gameplay experience.

Players can start a run on a randomly generated map and experience map identity pre-selection, between-wave build choices during combat, tower and card progression, multi-lane pressure management, and mid- to late-game side-objective mechanics such as point control and rotating combat zones. The game already has a clear core direction and can already offer meaningful differences between runs.

That said, the game is still actively in development. I am continuing to improve gameplay balance, map variety, information clarity, visual presentation, performance stability, and the completeness and readability of some systems.”

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

“Yes. I plan to offer the game at a lower price during Early Access to reflect the current amount of content and overall level of completeness.

As future updates add more cards, more enemy types, an achievement system, Endless Challenge mode, and other content and improvements, the price is expected to increase slightly later in Early Access or at full release. If a price change is confirmed, I will do my best to inform players in advance through Steam announcements or the store page.”

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

“Community feedback will be a very important part of development during Early Access.

I plan to continuously collect feedback through the Steam Discussions forum, Steam announcements, and community channels, with a particular focus on gameplay pacing, balance, map variety, information clarity, bugs, and performance. I will also regularly summarize common feedback and development priorities, and explain in update notes what has been adjusted and why.

For a strategy game built around replayability, real player feedback will directly influence future improvements and development priorities.”
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This game is not yet available on Steam

Planned Release Date: June 2026

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About This Game

Snowmen are attacking Shanghai, and you must hold the line on a battlefield that changes every run.

This is a single-player roguelite tower defense game built around map variation, run-building, and defensive adaptation. In each run, the map generates a different identity, including base position, frontline structure, pressure lanes, and defensive space. You must read the terrain, place towers carefully, manage resources, and survive 30 waves of escalating enemy attacks.

During a run, you will:

  • Build and upgrade towers to create a defense suited to the current map

  • Choose between-wave rewards to shape the direction of your build

  • Use cards and upgrades to create synergies and strengthen your defenses

  • Respond to changing pressure across lanes, enemy types, and wave pacing

  • Decide whether to take on optional objectives for extra rewards

  • Survive elite enemies and boss waves that can break an unprepared frontline

The core of the game is the interaction between random map structure and build decisions. Different maps change how you defend, where you invest resources, and how early or greedily you can scale. A build that works on one layout may need a completely different approach on another.

Progression in each run is driven by constant trade-offs. You may need to reinforce a weak lane immediately, invest in long-term scaling, or risk taking optional objectives to gain more power later. As waves escalate, enemy pressure increases and small mistakes become harder to recover from.

The current version includes the full core gameplay loop: randomized maps, map identity selection, between-wave reward choices, tower and card progression, optional objectives, and a complete 30-wave combat run.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some of the art assets were generated by AI.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Memory: 8 GB RAM MB RAM
    • Graphics: NVIDIA GeForce GTX 1060 / AMD Radeon RX 580
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Sound Card: DirectX compatible sound card
    • Additional Notes: 64-bit processor and operating system. SSD recommended.
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