Game review
Under Tower Idle
6.5 / 10
- Developer
- Panda Dev
- Publisher
- Panda Dev
- Released
- 3 July 2026
- Platforms
- Windows
- Genre
- Idle Strategy
- Monetisation
- One-time purchase, no in-app purchases, no ads, no premium currency of any kind
- Players
- Single-player only
The short version
Under Tower Idle takes the familiar gather-craft-train idle loop and gives it an island-building frame in full 3D, with soldiers you send into dungeons to fight actual bosses rather than a number that just goes up. Six months into Early Access, the content runs out well before the systems do, and some players are already reporting frame-rate trouble at higher resolutions. But it costs under eight dollars, asks for nothing further, and the developer replies to reviews personally and ships updates on a visible schedule — the kind of Early Access conduct that's rare enough to be worth rewarding.
Biggest strengths
- A single upfront price with no in-app purchases, no ads and no premium currency — genuinely rare for a 2026 idle release
- Combines island resource production with dungeon raids and boss fights, giving the loop more shape than a straight number-go-up clicker
- Offline progress keeps the empire growing while the game is closed, true to the idle-genre promise
Biggest weaknesses
- Early Access content runs out faster than the systems around it — several reviewers describe reaching a point where there's simply nothing further to do yet
- At least one player reports frame-rate issues at higher resolutions, and the store page itself acknowledges "minor optimisation issues" are still being worked on
- Global achievement data shows a steep drop after the early game — only 5.4% of players have beaten the game's boss fight, suggesting the mid-to-late content is either sparse or a real difficulty wall
Who it's for: Idle-genre players who want a one-time-purchase game with zero further asks, and anyone who enjoys watching an Early Access title improve update by update
Our recommendation: A safe, low-cost pickup if you're comfortable buying into Early Access — just go in expecting a few dozen hours of current content rather than an endgame
6.5 / 10
An idle empire you can actually look at
The idle-strategy genre runs almost entirely on spreadsheets dressed up as games — a tap, a number, a bigger number. Under Tower Idle at least tries to give that loop a body: your economy plays out across small 3D islands you expand outward, with resource nodes, production buildings, and soldiers you can actually watch march off toward a dungeon entrance. It won't be mistaken for a AAA colony sim, but rendering the idle loop in three dimensions instead of flat icons on a progress bar is a small touch that goes further than it should toward making the genre feel less like homework.
Solo developer Panda Dev shipped the game into Early Access on 3 July 2026, and six months in it sits at a clean, unanimous "Positive" on a still-small sample of six reviews. That's not enough reviews to call a verdict on its own, but the pattern across them — in English, Korean, Turkish and Russian — repeats closely enough to be worth trusting: a solid foundation, thin current content, and a developer who's visibly still building.
Gathering, training, raiding
The loop is straightforward. Islands produce wood, stone, gold, and rarer materials; production chains turn raw resources into better ones; and a market system lets you convert surplus into whatever you're short on. Soldiers are recruited and levelled from those resources, then sent into dungeons for loot and experience, working up toward boss encounters the store page calls "Titans." None of this reinvents the idle-strategy wheel, but the combination — base-building economy feeding a combat wing that goes and does something with the output — gives the numbers a reason to matter beyond watching them climb. Progress continues while the game is closed, so the core idle promise holds: leave it running, come back to a bigger empire.
Reviewers consistently flag the same rough edge here: reset/prestige mechanics exist (an achievement literally called "First Reset" confirms it), but the resource curve gets noticeably slower to climb in the mid-game before those resets meaningfully help, which is a common growing pain for an idle game still tuning its own numbers in public.
How far does Early Access actually go?
This is the honest question for any six-month-old Early Access idler, and the public data gives a clearer answer than any single review could. Steam's global achievement percentages, drawn from the game's current playerbase, show a fairly gentle slope through the early game — 90.9% of players reach the second island, 81.9% recruit their first soldier — before falling off a cliff at the endgame: only 16.2% survive to wave 100 of the game's combat challenge, and just 5.4% have beaten its boss fight. That's either a deliberately steep late-game wall for a small population of committed players, or a sign that the content simply thins out before the difficulty curve is ready for it — and at least one reviewer explicitly describes hitting "the amount of content is still limited" well before that point. Either read is normal for six months into Early Access; it's just worth knowing before buying that the current build rewards patience with the roadmap more than it rewards grinding for an ending.
Performance is the other open item. The store page itself acknowledges "minor optimization issues," and one recent review specifically reports a low frame rate at higher resolutions on a mid-range gaming PC. For a 3D idle game meant to run in the background for hours, a performance hit like that matters more than it would in a twitch action game — it's exactly the kind of thing a player leaves running unattended, and exactly the kind of thing that should be quiet and cheap to render.
The part worth applauding: nothing else to buy
It would be easy to treat "no in-app purchases" as a footnote, but for a 2026 idle release it's close to the exception rather than the rule. Under Tower Idle asks for one payment — NZ$7.89 — and that's the entire transaction. No premium currency, no energy system, no cosmetic shop, no second DLC pack quietly gating a quality-of-life feature the base game should have shipped with. Several reviewers make a point of doing the maths themselves: over a hundred hours from an under-$8 purchase reads as an easy justification on a dollar-per-hour basis, even acknowledging the game isn't finished yet.
Just as notable is how present the developer is. Every review on file at time of writing has a personal, language-matched response from Panda Dev, thanking players by name and describing specific plans without over-promising a timeline. That's not a guarantee the game reaches a satisfying 1.0 — plenty of solo Early Access projects with attentive developers still stall out — but it's a meaningfully better signal than silence, and reviewers are visibly responding to it by extending patience the content itself hasn't fully earned yet.
Final verdict
Under Tower Idle is an easy recommendation at its price point specifically because the price point is the whole ask. What's here — a 3D idle economy feeding real dungeon combat, genuine offline progress, and a developer who's demonstrably still working — is worth more than eight dollars on value alone, even with the content running out sooner than the systems around it and some optimisation work still to do. It isn't ready to be judged as a finished game, and shouldn't be bought as one. As an Early Access bet on a solo developer with the right habits already in place, though, it's a comfortable one.
Pros and cons
Pros
- A single upfront price with no in-app purchases, no ads and no premium currency — genuinely rare for a 2026 idle release
- Combines island resource production with dungeon raids and boss fights, giving the loop more shape than a straight number-go-up clicker
- Offline progress keeps the empire growing while the game is closed, true to the idle-genre promise
- The developer responds individually to reviews in the language they were written in and has shipped multiple content updates since launch
- Reasonable value even for a short session — reviewers citing 80-plus hours from an under-$8 purchase back that up
Cons
- Early Access content runs out faster than the systems around it — several reviewers describe reaching a point where there's simply nothing further to do yet
- At least one player reports frame-rate issues at higher resolutions, and the store page itself acknowledges "minor optimisation issues" are still being worked on
- Global achievement data shows a steep drop after the early game — only 5.4% of players have beaten the game's boss fight, suggesting the mid-to-late content is either sparse or a real difficulty wall
- Windows only, with no Steam Deck verification or Mac/Linux support listed
- The review sample is still small (six reviews at time of writing), so broad player consensus on the long-term loop isn't established yet