A roguelite tower defense where every tower is a card you keep all run, and a duplicate levels it up on the spot. Chain elemental reactions, find relics that change your plans, and face 12 bosses with their own mechanics on procedural voxel battlefields. Solo or 2-4 player online and LAN co-op.

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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?

“Roll and Hold is still in active gameplay and systems development. I want to involve players while several substantial additions are being explored, so that their experience can influence what we build and how it works.

The main directions are first-person construction and first-person gameplay, a new algorithm for generating larger terrain, and an online matchmaking system. These could change how players move through the battlefield, place defenses, read and use the terrain, and find other people to play with.

We are also exploring more bosses and gameplay mechanics, including experimental ideas that have not yet been implemented. Feedback on the current game will help us decide which ideas to test further and whether to add, rework, or set them aside.

I want to learn which first-person interactions feel useful and enjoyable, what kinds of terrain create interesting defensive choices, and what players need from finding and joining co-op games. Feedback will help decide the scope, implementation, and priority of these systems, alongside continued work on towers, elemental interactions, encounters, and progression.

Early Access gives players an existing game to play while participating in the development of these directions. These additions are plans under development or consideration, and their final form is not fixed.”

Approximately how long will this game be in Early Access?

“Around 12 months is the current estimate. The duration will depend on the scope of new and reworked gameplay, and on what we learn from players as those changes are introduced. This is an estimate rather than a fixed release date. I plan to share development progress and changes to the plan through Steam updates.”

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

“The full version is intended to build on the current tower-defense game with substantial gameplay and system additions. Our main development goals are:

- First-person construction and gameplay. We plan to explore building and playing from a first-person perspective. Player feedback will help shape the controls, construction interactions, and how this perspective fits the tower-defense experience.
- A new terrain-generation algorithm. We are considering a new approach to generating larger terrain, with feedback guiding battlefield readability, route layouts, and the tactical opportunities the terrain creates.
- Online matchmaking. We plan to develop a system for finding and joining other players' games, building on the existing online co-op. Community feedback will help shape the matchmaking and group-formation experience.
- More bosses and gameplay mechanics to explore different encounters and defensive choices. Some ideas are still experimental and have not been implemented. Feedback on the current game and further testing will help determine whether to add, rework, or drop them.
- Continued development of towers, upgrades, relics, events, enemy encounters, and progression as these systems evolve.

These are goals rather than guaranteed features. Their scope, order, and implementation may change following development results and player feedback; some ideas may be revised or dropped.”

What is the current state of the Early Access version?

“The current version provides playable card-based tower-defense runs. Players acquire and upgrade tower cards, combine elemental effects, collect relics, make event and shop choices, and choose routes through procedurally generated battlefields. It also includes boss battles, higher difficulty levels, and an endless challenge.

You can play solo or in 2-4 player co-op through Steam online play or a direct LAN connection. English and Simplified Chinese are supported.

First-person construction and gameplay, the proposed new terrain-generation algorithm, and online matchmaking are future development directions, not features of the current version. Existing online co-op should not be confused with the planned matchmaking system.

We are exploring more bosses and gameplay mechanics. Some experimental ideas have not been implemented and are not part of the current playable content. Whether they are added will depend on feedback about the existing game and the results of further testing.

The game still needs substantial development and iteration. Existing systems, content, controls, and progression may change as new gameplay is developed and player feedback is gathered. Bugs and uneven difficulty should be expected, and some system updates may require starting a new run. Please decide whether to purchase based on what is playable now.”

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

“I plan to increase the base game's price for the full release as its content and scope grow. The final price and size of any increase have not been fixed. Players who purchase during Early Access will receive updates to the base game, including the full release, without having to buy the base game again.”

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

“Steam Discussions and the Community Hub will be the main places for feedback in English and Simplified Chinese, with Discord available for more direct discussion.

I plan to share design ideas and development progress for first-person construction and gameplay, the new terrain-generation approach, and online matchmaking. As playable iterations become available, I want players to tell us how the controls and building interactions feel, whether the terrain creates clear and interesting defensive choices, and how the experience of finding and joining a co-op game could improve.

Feedback on the current game is equally useful: builds you enjoy, tower or relic combinations worth expanding, event choices you avoid, and encounters that need a different approach. Please include the game version and situation, with screenshots or a run seed where available.

For bosses and experimental mechanics, we are especially interested in whether attacks are clearly signaled, different builds have room to work, and encounters feel enjoyable. This feedback will guide what we test next and which ideas we implement, rework, or drop.

Community responses will help prioritize development and guide changes to the design. I plan to explain changes and their reasoning in development posts and patch notes. Not every suggestion can be included, and the plans may evolve as we learn from play.”
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About This Game

Roll and Hold is a roguelite tower defense game for solo play or 2–4 player co-op. Take your tower cards along a branching route, build up your defenses from one battle to the next, and face the boss waiting at the end of each act.

Every tower is a card you keep throughout the run. Level it up, fit it with enhancement cards, and bring it into the next fight. If a tower is destroyed, you can place it again with its level and enhancements intact. You won't have to start building it up from scratch.

New attack tower cards roll random attack modes and stats, which you can inspect before choosing. Picking a tower you already own gives it a free level. Duplicate enhancement cards can be used to upgrade the ones you've fitted, and upgrades never fail. Legendary enhancement cards can even change a tower's attack mode or element, opening up new combinations.

Rarer towers have more enhancement slots, but you can field fewer copies. Invest in a few powerful towers or spread your resources across more Common towers to cover more routes. Adjust your build as you find new cards and relics.

Fire, Water, Thunder, and Wind can trigger elemental reactions. Hit a charged enemy with Fire to cause an Overload explosion. Hit a burning enemy with Thunder to trigger Ignite and chain the reaction outward. Wind spreads the elements on a target to nearby enemies. Colorless towers don't take part in elemental reactions, giving you other options to build around.

Towers attack automatically, and you can adjust the battle speed. Watch where enemies are coming from, position your towers, and decide whether to upgrade your strongest defenders or fill gaps in your defenses.

Between battles, choose where to go next. Visit a shop for cards, stop to recover, or take on an elite for a guaranteed relic if you win. Events offer rewards and bargains of their own. Some cost money, some cost health, and others make the next fight harder.

Each act's boss calls for a different approach. The Iron Shell King's armor blocks most direct damage, but burning gets through. The Devourer swallows your towers; break its belly shield in time to get them back. The Thunder Ox smashes through mountains and charges down the new path it creates.

Procedurally generated battlefields feature six biomes, changing weather, and a day/night cycle. The terrain affects where you build: leave flower beds empty in the Magic Forest to earn gold after each wave; place towers on frost crystals in the Icefield to charge and release an icy field as they fire. On Sky Islands, updrafts lift enemies onto high ground, where only towers up high can reach them. Volcanic eruptions give a warning before they strike, while the Desert Oasis's constant sandstorm wears down towers and enemies alike.

Energy crystals earned during a run are yours to keep, even if the run ends in defeat. Spend them between runs to research more relics and events so they can appear in future runs. You can also unlock forging, training, dismantling, and reshaping services at rest stops, or increase the chance of encountering your preferred weather and biomes.

You can reset your crystal allocation for free and spend the refunded crystals on a different setup. Clearing higher difficulties also lets you claim more cards from rewards between acts and raises the limit on how many tower cards you can carry as a run progresses.

The current version includes:
  • 25 towers: 20 attack towers and 5 support towers
  • 43 enhancement cards and 150 relics
  • 135 events, including trades, combat contracts, and continuing storylines
  • 11 enemy types and 12 bosses
  • 6 biomes and 7 weather types, plus a day/night cycle
  • Research and unlocks between runs: relics, events, rest-stop services, and weather and biome preferences
  • Multiple solo Ascension difficulties, plus an endless stage after you win
  • 64 achievements and a codex that fills in as you discover the game

You can also bring friends along. Play with 2–4 players through Steam online co-op or a direct LAN connection. Rewards come from a shared pool. If several players choose the same card, a random draw decides who gets it.

Supports English, Simplified Chinese, and Steam Cloud saves.

AI Generated Content Disclosure

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

Parts of this game's content were created with generative AI tools. All of it was generated ahead of time during development and ships as fixed assets:
- 3D models and textures (towers, enemies and bosses, bases, terrain and scenery props) were generated with Meshy AI, then adjusted and assembled by the developer.
- Most 2D icons and illustrations (relic icons, achievement icons, element emblems and some UI icons) were generated with AI image tools and edited by the developer; tower card illustrations are rendered from the AI-generated 3D models.
- Some in-game text (event, relic and achievement descriptions) and the store page text were drafted with an AI writing assistant and edited by the developer.
- The English localization was AI-translated from the original Chinese text and reviewed by the developer.
- Some store page and marketing artwork (capsule backgrounds) was produced with AI image tools.
Sound effects and music are procedurally synthesized by our own scripts and are not AI-generated. The game does not generate any content live during play and does not connect to any AI service at runtime.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-4460 / AMD FX-6300
    • Memory: 4 GB RAM
    • Graphics: DirectX 11 compatible GPU with 2 GB VRAM (NVIDIA GeForce GTX 750 Ti / AMD Radeon R7 260X)
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Sound Card: DirectX compatible sound card
    • Additional Notes: Minimum display resolution 1280x720. Networked co-op requires a local network or a broadband internet connection.
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Intel Core i5-9400 / AMD Ryzen 5 3600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 / AMD Radeon RX 580 (4 GB VRAM)
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Sound Card: DirectX compatible sound card
    • Additional Notes: 1920x1080 or higher display resolution recommended.
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