Game review
This Isn't Just Tower Defense Review
3 / 10
- Developer
- Pri Games
- Publisher
- Pri Games
- Released
- 23 October 2025
- Platforms
- Windows
- Genre
- Strategy
- Monetisation
- premium
- Players
- false
The short version
This Isn't Just Tower Defense fuses tower defense against thousands of on-screen enemies with an idle-clicker upgrade loop and a deliberate no-fail-state design, and its Mixed review sample is split roughly along the same lines as the pitch itself: reviewers enjoy the spectacle, the calm no-punishment structure, and the low price, but a large share describes a short, shallow campaign, a broken or pointless endless mode, thin tower variety, and a developer who has gone quiet on feedback since launch.
Biggest strengths
- A satisfying core spectacle that reviewers repeatedly praise -- thousands of enemies on screen at once, smooth animations, and strong optimisation even at that scale
- A genuinely calm, no-fail-state structure that several reviewers single out as a refreshing change from typical tower defense punishment, since a lost wave simply returns you to the last checkpoint rather than ending a run
- A low price that a large share of both positive and negative reviewers agree is fair for the amount of polish and initial fun on offer
Biggest weaknesses
- A large share of reviewers describe the campaign as short and thin, commonly finishing in four to six hours with only around seven to ten tower types and one map, leaving little left to do once the story waves end
- Widespread, specific complaints that the endless mode is broken or pointless -- multiple reviewers report it resets progress and income rather than scaling meaningfully, with one describing reaching wave 500 and finding it identical to wave one
- Missing quality-of-life features that reviewers raise repeatedly: no way to select or upgrade same-type towers together, no target-priority controls, and no way to copy upgrades between towers of the same class
Who it's for: Players who want a low-stakes, background-friendly idle tower defense they can finish in an afternoon or two for a low price, not players looking for a deep, replayable strategy game with a satisfying long-term endgame.
Our recommendation: Reasonable value at its low price for a short, relaxing first playthrough, but temper expectations around content and longevity -- the campaign is widely reported as four to six hours, the endless mode is described by multiple reviewers as broken or pointless, and post-launch support appears to have stalled.
3 / 10
Thousands of enemies, no way to lose, and a title that dares you to disagree
This Isn't Just Tower Defense, developed and published by Pri Games and released 23 October 2025 at a modest NZ$10.49, pitches itself as a hybrid: place towers to defend against waves of thousands of enemies at once, but power those towers with an energy-and-production supply chain lifted from automation games, and remove the genre's usual punishment by sending a lost wave back to the last checkpoint rather than ending the run. It's a distinctive premise, and its 121-review Mixed sample reads exactly like a game whose ambitious pitch and thin execution are pulling reviewers in opposite directions at once.
The spectacle lands well across the sample. Reviewers consistently praise the sheer scale on display -- thousands of enemies rendered smoothly, satisfying tower animations, and performance that several reviewers specifically call out as impressive given the enemy counts involved. The "no game over" design draws its own dedicated praise: with a lost wave simply returning players to the last checkpoint rather than ending a run outright, several reviewers describe the game as unusually relaxing to play, and multiple reviewers mention deliberately running it in the background while doing something else, letting the auto-play button handle a wave while they attend to other tasks. At its low price, reviewers on both sides of the recommendation line largely agree the asking cost is fair for at least a first playthrough, with several framing it as good value even among otherwise critical write-ups.
Where the sample turns sharply is content and longevity. A large number of reviewers report finishing the entire campaign in four to six hours, with one describing beating the game and then reaching wave 500 in endless mode only to find it functionally identical to wave one -- no meaningful income scaling, no new pressure, just a longer wait. Several reviewers count only seven to ten distinct tower types across a single map, and more than one negative review argues there's effectively no real decision-making once a viable build is found, since the game's design lets a single strong tower type carry an entire run. One reviewer summarised the tension bluntly, calling it "an idle game trying to disguise itself as a tower defense" rather than a strategy game with idle elements layered on top -- a framing that recurs across several other negative reviews using similar language.
A cluster of specific, repeated complaints reinforces that shallowness argument rather than standing apart from it. Multiple reviewers flag the absence of basic quality-of-life tools common to the genre: no way to select and upgrade every tower of a given type at once, no target-priority controls (leading to complaints like lasers repeatedly locking onto weak enemies that die instantly instead of real threats), and no way to copy an upgrade path from one tower to another of the same class. Balance complaints surface too, with several reviewers singling out the flame turret as close to useless relative to other options, and a number of reviewers separately criticising the escalating cost of clearing map obstructions as disproportionate to the benefit, given how many rocks and obstacles litter the single available map. Achievement design draws its own specific frustration -- several reviewers describe certain achievements as requiring unreasonable amounts of idle time with no meaningful progress attached, and at least one reviewer reports an achievement that simply failed to unlock despite meeting its stated requirement.
It's also worth weighing how differently individual reviewers landed on the exact same length of game. One reviewer who logged around 900 minutes called the game "fun but there's only 100 waves then it's over," noting that once story content ends, "what's left? Watching your towers attack the enemies and that's it." Another, at roughly 1,100 minutes, wrote that after four to five hours they'd reached "the end" and could "not even say it has potential because of the limited amount of game there actually is." Yet a handful of reviewers with similar or shorter playtimes reached the opposite verdict, framing the same four-to-six-hour length as appropriate for the price rather than a shortfall -- one specifically wrote that "for $7, you can't give this game a negative review" and that the campaign was "enjoyable for much longer than a Starbucks takes to finish." That split isn't really a disagreement about what the game contains, since both camps describe the same content; it's a disagreement about whether a short, polished idle tower defense at a low price needs to offer more than that to earn a recommendation, and the review sample suggests reasonable players land on both sides of that question in roughly equal numbers.
The most consistent and pointed complaint across the negative sample, though, concerns the developer's post-launch presence. Multiple reviewers independently describe reaching out on the Steam forums and the game's Discord server with bug reports and balance feedback and receiving no response, with one reviewer going as far as calling the game "abandoned." That absence compounds the other complaints rather than sitting beside them: several reviewers note that fixing the endless mode's lack of scaling, adding the missing quality-of-life tools, or rebalancing the flame turret and obstruction costs would all be straightforward changes for a small team to make, and the silence reads to them as a sign those fixes aren't coming. It's worth noting the review sample skews toward players who logged well over the four-to-six-hour campaign length, some in the tens of hours, which suggests the core loop retains enough pull to keep people playing even as they document its shortcomings in the same review.
Taken together, This Isn't Just Tower Defense delivers convincingly on its most visible promise -- a calm, spectacle-driven defense game with a genuinely novel no-fail structure and strong technical performance at scale -- while falling well short, in the eyes of a large share of its own reviewers, of being a game with enough content, balance, or endgame to justify much beyond a single short playthrough. At its price, that's a defensible trade for players who want an afternoon of relaxing number-watching and nothing more; for players hoping the "isn't just tower defense" framing promised genuine depth or a satisfying endless mode, the review sample suggests that promise remains unmet, with no clear sign from the developer that it's still being worked on.
Pros and cons
Pros
- A satisfying core spectacle that reviewers repeatedly praise -- thousands of enemies on screen at once, smooth animations, and strong optimisation even at that scale
- A genuinely calm, no-fail-state structure that several reviewers single out as a refreshing change from typical tower defense punishment, since a lost wave simply returns you to the last checkpoint rather than ending a run
- A low price that a large share of both positive and negative reviewers agree is fair for the amount of polish and initial fun on offer
- An interesting hybrid concept blending tower placement with an energy and factory supply chain, which several reviewers describe as a genuinely fresh spin on the genre
- Solid background/idle-friendly design that lets players step away and let auto-play handle a wave, which multiple reviewers specifically enjoyed pairing with other idle games or tasks
- Decent tower-type balance during the main campaign, with several reviewers noting real reasons to mix melee, ranged, single-target, and area towers rather than relying on one dominant choice
Cons
- A large share of reviewers describe the campaign as short and thin, commonly finishing in four to six hours with only around seven to ten tower types and one map, leaving little left to do once the story waves end
- Widespread, specific complaints that the endless mode is broken or pointless -- multiple reviewers report it resets progress and income rather than scaling meaningfully, with one describing reaching wave 500 and finding it identical to wave one
- Missing quality-of-life features that reviewers raise repeatedly: no way to select or upgrade same-type towers together, no target-priority controls, and no way to copy upgrades between towers of the same class
- Reports across multiple reviews that the developer has gone quiet on the Steam forums and Discord since launch, leaving balance complaints, bug reports, and achievement-related issues unanswered
- Achievement design drawing specific frustration, with several reviewers describing certain achievements as requiring unreasonable idle time investment with no real progress attached, and at least one reviewer reporting an achievement that failed to unlock
- Aggressive cost scaling on clearing map obstructions that multiple reviewers call excessive, alongside scattered reports of unbalanced towers -- several reviewers single out the flame turret in particular as close to useless