No Creeps Were Harmed TD on Steam - User reviews, Price & Information

Employ lethal turrets, traps, and gadgets to defend against an onslaught of evolving creeps! Step into a twisted, hyper 3D, mind bending realm. Upgrade and adapt your defenses. Become a master maze crafter. Collect bizarre artifacts. Rush creeps for lucrative rewards, and succumb to greed!

No Creeps Were Harmed TD is a tower defense, strategy and singleplayer game developed and published by MinMax Games Ltd..
Released on July 27th 2024 is available only on Windows in 6 languages: English, French, German, Japanese, Simplified Chinese and Traditional Chinese.

It has received 441 reviews of which 395 were positive and 46 were negative resulting in a rating of 8.3 out of 10. šŸ˜Ž

The game is currently priced at 19.50ā‚¬ on Steam.


The Steam community has classified No Creeps Were Harmed TD into these genres:

Media & Screenshots

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System 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 *: Windows 7/8/10
  • Processor: 3 GHz Dual Core Processor
  • Graphics: 2 GB of video RAM
  • DirectX: Version 11
  • Storage: 1 GB available space

User reviews & Ratings

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

Nov. 2024
Overall I recommend it because there is a ton of good and only a little bit bad. TLDR: They pretty much took every single element that exists in all tower defense games and put it in a single game. If you like TD games, I don't think it's possible to dislike this one. I expand a lot on the singular thing I don't like in the game to make you understand the problem and make you figure out in advance if it will spoil the fun for you. But understand that single thing is completely overshadowed by all the good things this game does in the genre. Good Gameplay - Tons of unique levels and well designed. You aren't pushed into a singular solution that the map creator wants you to, you can make your own solutions and they will be viable. Lots of specific elements on each map that make you think ahead too and creates diversity. - Great towers and great tower diversity. In most TDs you have a few towers that you always use, here you have a few tower that you never use. Different damage towers have their uses on different parts of your design and most support towers you'll want to incorporate into your design. Almost all towers really have their own good niche that you'll want to use. - Almost every tower priority option you'd need in any situation and each tower can be set to a different default priority in the options. Does away with a lot of micromanaging you have to do. - Tower upgrading 1) without locked out upgrade paths, 2) with auto upgrading system and 3) with infinity upgrades. I will add that the auto upgrades are a bit wonky because the game will decide the next upgrade if you have selected multiple options to auto upgrade. It's not a queue that you create. So early game you want to micromanage auto upgrades to a few options or full manual upgrading and then later in the mission you can set and forget them. - Enemies are diverse and interesting. They require different solutions so it keeps your builds diverse too. There is also a system implemented where if you have too many active enemies, they start getting buffs. - Player leveling system giving increased scores, resources and skill use over time. This system isn't overpowered to the point where you feel forced to grind it; it works as a real passive bonus that just slowly grows over time. - A small artifact system where after battles you get random loot items that buff certain towers' and player's stats. You pick the artifacts with the stats that suits your playstyle and they work as a passive bonus. Just as the player level, it doesn't feel overpowered and you won't feel the need to grind for those items. They are heavily randomised you often you won't feel joy getting them but you also don't feel too disappointed. - A very great help system with both a tutorial not too long and it can be toggled on/off, a great basic overview of towers/gameplay/tactics and an overview with advanced tips. - There also aren't levels with tricks or special surprises that will suddenly make you lose and force a restart because some dev wanted to be a dick. 95% of your success in a mission is your initial planning and you'll spend some time on it. You'll sometimes even want to try a few things and do some quick restarts for an optimal opener. If you do the start right, you will feel it pay off during the entire mission. Technical The game is smooth . Like really smooth. On a graphical level it's probably the most detailed TD game, at least that I know. Engine handles everything fine even endgame with tons of enemies and effects going on. It also doesn't become too visually cluttered. Animations are done great. The controls are just lovely in every way. Camera controls great even in 3D maps where you move on all axis. Managing towers is great with all the select options and their menus. Controlling the player character and using skills is great. The options menu is very expansive. Many different sliders for each audio channel, full key remapping, many visual options that can be toggled, both tutorial and story can be toggled and you can even theme the UI. Bad Only one single thing greatly annoyed me with the gameplay and it's the income economy. Later maps (some even early) are very big and you could fill them with hundreds of towers. Maybe for balancing reasons but I suspect for sure because of performance reasons, the devs decided they don't want players to place so many towers. This is done by implementing a "upkeep tax" on your income. Each tower you place, increases the upkeep tax with values from 0.6% to 2%. Thus increasingly decreasing how much income you get for placing extra towers or upgrading existing ones. Moreover there is also a max upkeep tax. Not the 100% you'd expect where you get no income anymore. But forcibly limited by the game at 60% where you can then place no extra towers anymore. In the early stage of a mission, this upkeep tax isn't a limitation and it plays as an interesting gameplay mechanic. You want to place as few towers as possible, upgrade them to keep up with the enemies and over time slowly add extra towers. This way you optimise the impact of the upkeep tax each tower adds. But mid to late stage this mechanic becomes a huge limitation and huge frustration. Enemies grow stronger much faster than the income increases from killing them or finishing waves. And on top of it tower upgrades' costs increase much faster than the income. And on top of it, to keep up with their growing strength, you are forced to increase the upkeep tax. By how those 3 mechanics are balanced, there is already a planned point of failure way before you could fill a map and filling the map further would be the only way to keep up with the enemies. So on very small maps it works fine and you can build your dream setup across the map, fully upgrade everything and then lose the map. But starting from even medium sized maps, half of it will remain empty and unused. On the biggest maps you'll use 20% of the area and everything else where your imagination wants to place extra defense, can not be used because you hit the 60% upkeep tax capacity. That's the point where it becomes a frustration. The big maps are very fun because strategically, it gives you many different options what you want to build where. It's also just a sign of an increasing conflict with the enemies each wave. And then suddenly it cuts you off from expanding further and it feels like control is taken away from you too early and you're just forced to lose now. I don't know a solution for the problem. Early it's fine. Midgame upgrades feel like they become way too expensive already. Endgame the tower limitation becomes a forced limit and the upkeep tax incurred at the max of 60% is way too high to keep up with the enemy. I never reached a stage where it made sense to start giving my towers infinity upgrades because they were much too expensive when I reached that point. Assuming the maximum amount of towers is because of technical reasons, it could be a solution to half the upkeep tax of every tower and have the max upkeep tax at 30%. Same limitation on the number of towers but when the player is latestage, the tax doesn't feel as punishing and infinity upgrades would become affordable. Or perhaps do away with the upkeep tax system and give every map a hard limit of 100 towers. Wishlist As I said at the start, this game takes pretty much any known element from TD games into a single game. By default this would result into a mess or a weak jack of all trades. But then the devs tuned and improved all those systems and it makes for a very fine complete experience. So the few things missing, are things that you feel missing in other games. A good QoL improvement would be the ability to get a map of the map. Since planning ahead is so important in this game, it would be nice to have a button that flattens the 3D world and copies a 2D map to your clipboard to easily paste into paint.
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Nov. 2024
A densely packed tower defense game with a lot of depth and options to tinker with. The ethos here has obviously been to keep the player engaged, which has translated into a game with a lot of details and ways to adjust your machinery. The gist is classic: you have to defend your home base(s) from an onslaught of monsters pouring out of a dimensional hole. Thereā€™s no stopping it, so the only way to combat the pressure is to build turrets and walls and try to prolong the problem. This is where the meat and potatoes come in -- thereā€™s just a lot to fiddle with. Towers are taxated, which means thereā€™s a balance between whether you should buy new stuff or upgrade your existing infrastructure. Spending the cash you earn is very easy. But stupid choices and investments have a tendency to compound and squeeze the margins the longer the session goes on. Once fifty or so waves have passed, youā€™ll start to see where your defenses are cracking and what you should have been doing differently from the start. And boy do I love the presentation. Very few tower defense games get my adrenaline going. But thereā€™s something about the visual fidelity here; something about the bright fluorescent colors and awesome pumping music that hypes me up. It feels like a gamerā€™s game with its focus on automation, shortcuts, and sloppy user interface. It just works so well for me. The levels, too, range from open battlefields to more puzzle oriented brain melters. No two levels feel the same, which is where the gravity defying sci-fi packaging goes from pure gimmick to actual game design substance. It might be a slow creeping spectacle that eventually ends up in a game over -- but itā€™s one I constantly want to nip and tuck at to improve. Highly recommended.
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Aug. 2024
Man, hearing sfx from SPAZ gives me serious nostalga. But in all seriousness, this is a pretty good tower defense game, pretty much every tower feels like it fills a valuable niche and has a time and a place for it, enemy types actually warrant designing your defenses around them, without just being immune to things in most cases. The game has a "Story" that doesn't push it's luck on trying to be deep or anything, it's just there mostly for comic relief which is nice honestly. The game has several unique mechanics for a tower defense game, firstly being it's 3D enviorment and perspectives. Line of sight being a thing. And the Upkeep tax. Line of sight is intresting to add to a tower defense game, since it means there's an incetive to not just spam stuff all around the map. The upkeep tax is controversial since it does the unpopular thing of punishing the player for ignoring it. Basically every tower adds a certain level of upkeep, reducing your income from killing stuff, counterbalancing the face that new towers are generally more efficient, as such you have to balance upgrading your towers which doesn't hurt your income, but might be expensive, and building new ones which is cheap now, but costs more in the long run. Honestly I like it, it gives a real reason to try and stick with as few towers as possible, without just making spam impossible. The game also has 3 ways of earning more money, all of which have serious drawbacks. Rushing waves. which makes a wave well, come out faster with the benefit of getting 15% of the reward money up front when an enemy spawns from being rushed. AOE Towers naturally handle this more easily. Gleep Vaults, basically big piles of HP that gives a lot of money when destroyed, most easily done by having your towers in the area so they can shoot it whilst no enemies are around, this benefits single target towers. And finally, the farm, the thing that costs money and just gives more money, is actually balanced, it's income isn't reduced by your tax, so it gets more efficient later on, and it's very expensive so getting one early is very difficult, I like how it's a choice, but not demanded. The game also has artifacts, basically loot drops after a level that give certain towers more stats, they aren't needed to win, they just help you over the finish line if you're struggling, or just make your favorite towers better. and they give a real reason to play endless over just rushing trough the levels. Overall. Good game.
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Aug. 2024
fun map design, good mix of towers. I am a sucker for any TD that allows for mazing of any kind (grew up on WC3 custom maps) and this one is definitely a good fresh take.
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July 2024
Easily the best tower defense game around in the style of an advanced Defense Grid. Levels and settings can vary gameplay from chill to challenging, from mazing to turretting, from puzzle to action. The player unit and configurable turret targeting relieve some of the frustration common in the subgenre while creating new tactics and challenges. Great soundtrack. Hope more is to come.
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No Creeps Were Harmed TD
8.3
395
46
Online players
7
Developer
MinMax Games Ltd.
Publisher
MinMax Games Ltd.
Release 27 Jul 2024
Platforms