Defense Task Force Featuring Large Scale Procedurally Generated Tower Defense Battles with FPS Quality Visuals and Infinite Waves. 10 tower types, with different attacks , 3 levels plus boosts. 25 Enemy alien species: Regulars, Swarmers, Racers, Cloakers, Healers, Boss Units and Spawners.
All Reviews:
Mixed (14) - 42% of the 14 user reviews for this game are positive.
Release Date:
Jun 19, 2018

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Recent updates View all (10)

September 21

Sizzling Hot Updates - What's cooking here's a peek

We hope you see this update as a sizzling hot initiative. Its been work but exciting work for the team in New Zealand to bring to our customers something new and refreshing.

In this update we want you to see a variety of different game level maps which we call Blueprints for you to engage with the Krakens in a different manner. Here is a sneak peek of some of what's been worked on so far.

  • We have added 5 new blueprints (game level maps)
  • We have also changed the way the blueprints are unlocked by winning the sectors in each Region
  • The maps are in increasing levels of strategy in terms of path options
  • You will also get to meet Mega Bosses on your way to victory
  • We have addressed the Game re-balancing
  • You will see an improvement in the visuals within the game
  • Turret targeting system improvements have been accomplished
  • Game performance increased by 110% when using large blueprints like Elara
  • Added a Feature to Benefit Youtube and twitch Streamers

A peek into some of the new maps that have been launched

Blueprint Oberon

Blueprint Ariel

Blueprint Cordelia

We hope you enjoy these Blueprints as much as we enjoyed making them

The silence to come back stronger has been the focal point for this update.

Mega Bosses have been introduced in the game for more challenge and strategy gameplay.

Here's the power of the Mega Bosses

Mega Boss (Sector Commander) Features

  • You will now have to defeat 20 new Mega Boss units (one for each sector).
  • The Mega Boss units transfers health and shield from normal Kraken units in order to heal themselves.
  • These Mega Bosses also have the power to Disable the Towers that commanders deploy. Higher level bosses can disable towers faster and for longer.
  • Mega Bosses also have the power to spawn normal Kraken units every X seconds. They won't give up that easily after all :-)
  • Mega Bosses have the ability to cloak their fellow Krakens with a greater range than normal Kraken units to transfer health and shield from normal Kraken units in order to heal themselves.

Game ReBalancing:
  • The game has been game completely rebalanced to support Mega Bosses game mechanics.
  • To make the game enjoyable for someone new to someone who loves endless play we have balanced gameplay upto wave 2000 for all sectors.
  • In order to address repetitiveness the game has been completely rebalanced to allow all Kraken units in every sector to begin spawning from wave 35 onwards
  • The missile tower is back in all its previous glory. Missile Tower damage has been boosted by 24%
  • The damage done to extractor by Terminator Kraken unit has been reduced by 75%

Visual Effects:

  • Now when a Kraken is shielded a visual shield bubble shows when they are under attack and will stay on until the shield is fully drained.
  • Healing visual effects are shown when a Kraken unit is being healed by another Kraken unit or by a Sector Mega Boss .
  • Mega Boss tower attack visual effect added. This can be viewed in a slow moving dark energy missile which also has a charging time and visual effect.
  • Life steal visual effects added whenever a Mega Boss drains HP or Shields from another Kraken unit.

Turret targeting system improvements:
  • Cocoons are now the lowest targeting priority for all towers. This prevents towers from locking on to cocoons when they have more productive targets to shoot at.
  • Towers no longer target enemy Kraken units which are 100% immune to them. For example Plasma Beam tower will not shoot at the fire Golem and the Machine Gun tower will not shoot at the Stone Golem. This is to prevent the appearance of a tower attacking a unit when in fact its doing zero damage.

Performance Enhancements:
  • Game performance increased by 40% when using simple blueprints like XT1.
  • Game performance increased by 110% when using large blueprints like Elara.

Feature to Benefit Youtube and twitch Streamers

For our Youtube friends who have supported us to market and showcase out game:

The challenge - The music we used for our intro video was registered music for Adrev by the composer. We we not aware of this. So what Happened? Even though many Youtube Tower Defense lovers raised their hands to support the game, at the end politely told us thanks but no thanks. We felt rejected and that was a perception in our mind when someone was bold enough to tell us the truth or why they would not feature the game on their channel.

How we have addressed this: In the game now anyone has the ability who wants to stream the game to have their own custom music such as music downloaded from the youtube free music library for content creators.

Feature for Localization:
For now we have managed to translate the game in German, Portuguese, Spanish, French. Its not A class but its good enough for where we are at in terms of localisation. If you do find something incorrect please please please do give us feedback so we could have this addressed.
1 comments Read more

July 6

Balancing Update V01.07.26 - 06/Jul/2018

As a small team at Defense Task Force our development goal has always been to build the game where gamers who invest in the game would play the game not just for a few hours, days or weeks but for months and years. Achieving this goal is a Big Hairy Audacious Goal (BHAG). During our last update on 29 June we deployed a balancing update reducing the strength of the missile and tessla towers as both these towers were significantly over powered, unfortunately as a side effect this increased the difficulty levels in the game significantly we thought we had done something usefull, we had kept up the night but its a learning lessons for us as we realise there’s more to not getting enough sleep. It can have an impact on the people who have invested in you. Thanks to the community who provided feedback in the forum we were able to pick this up.

This update addresses this issue by rebalancing the game and having difficulty levels such that:
  • Easy: This would enable a player who is new to tower defense
    to give the game a shot
  • Medium: For a player who are familiar with tower defense
    but just want to play the game for a short period prior to getting totally immersed.
  • Hard: Reasonable challenge
    for those commanders who are pro with Tower Defense and need something to challenge them for the day
  • Insane: Extremely hard, we think this explains what happens when a player chooses this option

We want you to have the best experience and to address this we took the day off today from our regular jobs cause this game is our dream and it matters that we provide value. Hopefully, by us sharing the truth which can be taken as a weakness we really do hope we could bring about a dialogue between you and us to build a relationship over time. For us it matters that the gamers who invest in us get value from the work we have provided. We are not competing for being the top game. We are competing to build a game that you will remeber in a good way.
4 comments Read more

About This Game

Defense Task Force is an infinite waves tower defense game for PC. Featuring Large Scale Procedurally Generated Tower Defense Battles with FPS Quality Visuals. 10 tower types with different attack behaviours, each with 3 upgrade levels, plus many levels of boosts. 25 species of enemy alien units plus 3 which are spawned by other enemy alien units. Enemy alien classes include Regular Units, Swarmers, Racers, Cloakers, Healers, Boss Units and Spawners.

Your role as commander is to defend the platform that's built to harvest energy and power Earth. You can defend by strategically building fortification towers to defend the harvesting platforms against aliens called Kraken. As commander it's upto you how you use your resources against the Kraken.

Game Overview

The game is staged on a beautifully rendered planet with dynamic procedurally generated scenery. Many elements of the game including the enemy waves are generated procedurally offering a unique experience each game. Rather than a single master solution to each game level there are a whole multitude of possibilities. Instead of a linear 20 mission campaign, each mission is in part designed by the players choice of planet region, sector, and game level layout. Additionally a tech research tree provides an opportunity for the player to develop even more strategies as they progress through the game.

Defense Task Force features 25 different types of enemy units versus 10 types of towers deployed by the player. Each tower features completely different attack behaviors, 3 upgrade levels and individual attribute boosts. The player needs to invest their rewards from winning each game level into researching a deep technology tree to unlock these before they may be used in game. The choice of which technology to research has a direct impact on the strategy options available to the player. Great care is being taken with respect to game balancing such that there is no single super tower. The attack behavior of the ten tower types are both different and complementary to each other.

Once each mission is won you may proceed to the next mission or continue and try survive as many waves as you can.

Game Features

  • Large Scale Procedurally Generated Tower Defense Battles with FPS Quality Visuals.
  • The main storyline features a campaign of 20 missions which would provide at minimum 15 hours of gameplay. The campaign structure is significant non linear aspects which make each level replayable in multiple different ways.
  • The enemy waves are procedural generated with randomness for infinite mode gameplay of never ending waves. Additionally when playing the same mission a second time the wave composition will be different. The waves are composed of a total of 25 different types of alien enemy units plus 3 additional units which are spawned by other units. Each type of unit has differences based on speed, hit points, shield, strengths/weaknesses against tower types and special abilities providing for a large multitude of strategies to beat the players towers.
  • The game features dynamic environments based on: procedurally generated background terrain and weather. Additionally the game level itself is based on a combination of environment and player selected game level layout (blueprint). These combinations provide very high replayability and variability of the same mission.
  • The campaign is divided into 5 regions each containing 4 sectors to create a total of 20 missions. However the game level layout of each mission is dependent on the blueprint (energy mining platform) which the player researches and deploys for the mission.
  • Ten types of towers are provided each with 3 upgrade levels. Additionally the third level tower can have its individual attributes such as rotation speed, damage, etc... upgraded individually. All of these upgrades must first be researched in a deep skills tree before they can be used in the game. Each tower type has a unique attack profile allowing the player to build a very wide variety of tower combinations. No tower is superior to others and to win the player must use a range of towers.
  • Skills, unlock and research tree. The player uses energy gained from winning missions for both unlocking and researching. For the missions each region and sector must be unlocked before they can be played. Each blueprint (game level layout) must be researched before it can be deployed. Each skill such as global skills as well as tower upgrades must be researched before they are available in game.

System Requirements

Absolute Minimum Lowest Spec for lowest graphics quality at 1280 x 720
Laptop Video Card: NVidia GTX 620m / AMD Radeon 5570
Video Card Memory (VRAM): 1GB or better
CPU: Dual Core I3 CPU 2.4 GHZ or better
Ram: 4GB or more
Note: With this spec launching the game with anything higher than lowest graphics quality will most likely crash the game. Framerate may drop on large blueprints due to the minimum CPU spec

Minimum Spec for low quality at 1920 x 1080 resolution or medium or high graphics quality at 1280 x 720 resolution
Video Card: NVidia GTX 650 / AMD Radeon HD 5830
Video Card Memory (VRAM): 1GB or better
CPU: Dual Core I3 CPU 2.4 GHZ or better
Ram: 4GB or more
Note: Framerate may drop on large blueprints due to the minimum CPU spec

Recommended spec for high graphics at 1920 x 1080 resolution
Video Card: NVidia GTX 680 / AMD Radeon HD 7970
Video Card Memory (VRAM): 2GB or better
CPU: Quad Core I5 CPU 3.0 GHZ or better
Ram: 6GB or more
This system specifications should comfortably support high graphics quality.

Enthusiast spec for 60 FPS at highest quality graphics with full 4K resolution of 3840 x 2160
Video Card: NVidia GTX 980 / NVidia GTX 1080
Video Card Memory (VRAM): 4GB / 8GB
CPU: Skylake Quad Core I7 CPU 3.0 GHZ / AMD Ryzen or better
Ram: 6GB or more


Defense Task Force is made by an indie team of 2 best friends plus 1 developer. As a team we have bootstrapped this project to bring this game alive and will continue to extend the game keeping it fresh and entertaining to our players. We hope to raise the bar in the Tower Defense Genre.

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: windows 7 64 Bit sp2+, Windows 8.0, Windows 8.1, Windows 10
    • Processor: Dual Core CPU 2.4 Ghz or better
    • Memory: 4 GB RAM
    • Graphics: DX11 (shader model 5) GPU 1GB VRam (NVidia GTX 650 / AMD Radeon HD 5830) or better
    • DirectX: Version 11
    • Storage: 9 GB available space
    • Sound Card: DirectX 9.0-compatible, 16-bit
    • Requires a 64-bit processor and operating system
    • OS: windows 7 64 Bit sp2+, Windows 8.0, Windows 8.1, Windows 10
    • Processor: Core I5 3.0 GHz Quad Core Processor or better
    • Memory: 6 GB RAM
    • Graphics: DX11 (shader model 5) GPU 2GB VRam (NVidia GTX 680 / AMD Radeon HD 7970) or better
    • DirectX: Version 11
    • Storage: 9 GB available space
    • Sound Card: DirectX 9.0-compatible, 16-bit

What Curators Say

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