Cluckmech Oasis

Cluckmech Oasis, a top-down shooting Roguelike tower defense game. Play as the Warcluck and lead your team of animal heroes in a fight for survival. Collect, build and upgrade defenses, and engage in intense battle against waves of plant enemies.

Cluckmech Oasis is a tower defense, strategy and rogue-like game developed by BlackLight and published by Mammorize, Flawless Gaming and Erabit.
Released on May 09th 2024 is available on Windows and MacOS in 3 languages: English, Simplified Chinese and Japanese.

It has received 2,581 reviews of which 2,289 were positive and 292 were negative resulting in a rating of 8.5 out of 10. 😎

The game is currently priced at 7.31€ on Steam and has a 25% discount.


The Steam community has classified Cluckmech Oasis into these genres:

Media & Screenshots

Get an in-depth look at Cluckmech Oasis through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows7
  • Processor: Dual Core+
  • Memory: 2 GB RAM
  • Graphics: 1 GB
  • Storage: 1 GB available space
MacOS
  • OS: macOS 11
  • Processor: M1 or Intel Core i3
  • Memory: 8 GB RAM
  • Graphics: 2 GB RAM
  • Storage: 1 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

July 2024
Cannot get enough of this game! Different characters, different playing style, each character has multiple perks, and hell lots of turrets and builds. What makes it addictive is, literally every turret/trap is unique, along with the weekly challenges that brings a refreshing taste. Would recommend 100%.
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July 2024
Cluckmech Oasis is pretty fun for the price. The localization is absolute trash, some stuff is not translated at all and will occasionally show as Japanese (Does not impact gameplay) What is game play impacting is how almost no mechanics are explained and how poorly written the abilities are. You basically have to find everything out through trial and error. especially how things interact. The boss enrage mechanic is a little overtuned, there are bosses that will enrage before they can even make it across the map which you will need to memorize so you don't get caught off guard. The randomness of turrets favors low-tier turrets too highly so most runs are using the same busted C-tier turrets and hoping you find something interesting before it is too late in the run. The balance is quite horrible, some characters are just flat out way better than others in almost every scenario even when leaning into their strengths (Sealgineer especially feels horrible, his autoattack is so bad that I can't even force myself to play him.) The balance among towers is pretty bad too, some are just complete trash you should never pick, some will win you the game almost every run. (Archerfish Tower is 10x better than 90% of all other towers and is C-tier so you'll find it almost every game and you'll handicap yourself not to use it.) That all said, its $8 on sale and is a fun way to kill time. Hopefully the dev team pays for real localization, expounds better on mechanics, does a nice balance pass, and increases the chance of rarer towers showing up more frequently earlier in the run. EDIT: 50 more hours played since review. Now playing consistently at difficulty 13. A balance pass in this game is SO MUCH needed. The early game is gruelingly hard and the late game is piss easy. Certain classes/talents are just complete trash in the early game and will fail 90%+ runs at higher difficulty during the first zone. The faults in the less useful towers are even more pronounced, towers like cameltongue and sardines and many others are completely worthless in every scenario. Please either lower the very early game difficulty so that classes that need synergy to work can get off the ground, and add more to the late game so that you don't just steamroll once you have your build optimized. The fact that you don't get higher level towers until either the last boss or just before means you spend 90% of your playtime using C and B rank turrets, most of which are useless, so you have to constantly restart if you don't get the handful of good early turrets for your build.
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June 2024
Pretty fun but need some balancing. Suggestions: 1. Some enemy mod is too strong, like explosion on death is very deadly and can wipe your entire grid. 2. Also need some kinda meta-progression, Like increase our attack speed or base dmg. Would make doing reruns of this game feel more purposeful. 3. Bosses can get "distracted" by our runaway summons/spawns, so instead of engaging our main forces, they waste precious time fighting a small portion of our total force, meaning we are missing out on our dps simply because the AI controlling our summons/spawns decided to fight the boss far away from everything else. I lost a very good run because I couldn't get my spawns to not fight the boss, then the time is up and boss got enraged and I didn't have enough dps to kill it. 4. The last stage layout is horrible, especially for players getting there the first time. It punished certain builds because some build requires funneling the mobs (using traps). But the last stage is not traps friendly because the area covered is too wide. Not to mention traps doesn't trigger on the last boss, so the traps are not doing much work. 5. Would be nice if we can see which boss would spawn at the end of level so we can plan ahead. We are passing through shops and yet we can't do much because we don't know what we'll be fighting. 6. Needs some ways to check how strong our summons/spawns are. Like Crabs can scale after taking dmg 10 times if we picked a high tier upgrade... but there's no way to check which crab is how strong. 7. The boss enrage mechanic feel kinda cheap. Some build might be tuning for survivability and high defense... which is useless when facing the bosses. This mechanic causes more issues and limits the variety of builds IMO. 8. Tooltip can be clearer. Such as our own explosion on death also dmgs our own units... but enemy's explosion on death doesn't (or at least it doesn't seem like they are killing each other). This is strange and is not a fair mechanic. Either both sides has friendly fire or neither of them do. The game is pretty good but I think the difficulty is a bit high right now. The music is surprisingly good, especially the smooth jazz in the shop... But in terms of gameplay, it can do better.
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May 2024
You know how you look for games for a while and if you see 'Very Positive' -- you go into its Store Page and browse through the comment section -- in hopes to find confirmation that this is indeed a very good game? Well this is the comment you are looking for. If you like Roguelites and live tower defense (where you are active during enemy spawn)... Buy it. Incredible game that my only issue is lack of maps at the moment. But when I checked the roadmap... every single update to the game will have a lot of new maps. Including within the first month of release. 5/5
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May 2024
Great roguelike tower defense + top down shooter hybrid. Due to the destructible environment giving gold (used for tower upgrades for the whole run) or power (used for putting down towers in the current stage), it creates another layer of decisions on where to place towers and what upgrades to choose. There seems to be a lot of variety and each tower can have 20 different stat ugprades. There are no meta upgrades, only unlocks so the difficulty remains constant. The translation is good and I've only seen one untranslated phrase granted I haven't played that much.
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Last Updates

Steam data 23 December 2024 00:53
SteamSpy data 21 December 2024 21:50
Steam price 23 December 2024 12:50
Steam reviews 23 December 2024 15:54
Cluckmech Oasis
8.5
2,289
292
Online players
1,812
Developer
BlackLight
Publisher
Mammorize, Flawless Gaming, Erabit
Release 09 May 2024
Platforms
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