About the Game

Where you build your towers is the most important aspect to any tower defense game. In rogue tower, the path the enemies must travel continuously extends and grows to much greater lengths than your average tower defense game making tower placement even more important in this game. Not only do you need to carefully consider what kind of coverage they will have, but towers also get a bonus to damage based on their elevation. This means that there are spots which are better than others, but they are limited; which towers do you place on these spots? do you save them for a tower you haven't unlocked yet? or do you put everything you have there now? are the good spots even in a good location or are they too far off the path? These are all strategical questions you will have to answer every game.

Every level of the game you must choose a direction to expand the path. The path will randomly twist turn and split often. Wrangle what control you can over it to influence the shape of the level and how far enemies must travel down each path to get to the tower. Do you want enemies from all the paths to come one at a time as to not over saturate your defenses? Or do you want all of the enemies to merge together for your AOE damaging towers?

During each game you will be able to choose random upgrade and unlock cards. These cards will let you build new towers or upgrade existing towers giving them better damage, range or new abilities.
After each game you will gain experience which can be used to unlock further towers and upgrades to appear in game. You can also unlock permanent upgrades which will persist through every game you play giving you a small boost to the start of your next game.
With over 400 unique cards and upgrades there is nearly endless replayability!

Your tower will be attacked by several different types of monsters. As the game progresses you will encounter more complex and dangerous enemies. They can heal, sprint, launch attacks or even spawn more enemies themselves. Many of the abilities that monsters have will apply to nearby monsters making enemies dangerous in large packs depending on the enemies you are facing; even a weak monster can buff up a stronger one to dangerous levels.
Each tower deals with certain types of enemies better than others. So every game you may have to consider whether to build up defenses in advance or to wait for the new threats to emerge and adapt on the fly.

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Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
Bug Fixes
-The right shift key now works properly in first person.
-Fixed a bug causing cursor to remain hidden upon returning to the main menu from touch grass mode.
-Fixed a potential cause of game crash related to the shift key.
New Features:
- Added ability to touch grass.
1.2.1.0 Patch Notes
Just some small tweaks and fixes in between working on bigger things.
Changes
Right shift now works for building multiple towers.
Fixes
Fixed the existence of 'ghost' buildings on certain tiles.
Fixed shredder sometimes going through terrain on new tiles.
Quadruple defense record should now properly reset with the others when xp is reset.
Patch Notes 1.1.2.0
Just a small balance patch in the meantime between major updates.
Tesla Coil Changes:
-Base range up from 1.5 to 2
-Shield damage up from 9 to 10
Flamethrower Changes:
-Base damage up from 5 to 6
Frost Tower Changes:
-Base damage up from 5 to 6
Particle Cannon Changes:
-Base damage down from 50 to 40
-Now starts with +50% crit chance
Lookout Changes:
-Added base damage up from 0 to 1
Enemy Changes:
-Invader tank armor reduced from 12,000 to 10,000
-"Periodic" battle cries occur slightly less often
Fixed minor typos in main menu
March of the Monsters 1.1.1.1 Patch Notes
Some minor tweaks, fixes and additions following in the wake of the release of March of the Monsters.
New Features & Changes:
-Added copy/paste buttons for tower priorities!
-Added new upper limits to monster health, armor, shield and speed upgrade cards. (No, they are unlikely to come up in play because yes, they get very silly)
-Evicerate, Creeping Cough and all D.O.T. pop upgrades (Exsanguinate, expunge ect.) are now displayed in the UI.
-Longbow I, II & III no longer give +2 range and instead increase the range bonus elevation gives to ballistas.
Fixes
-Fixed some of the monster armor upgrade cards displaying the wrong values.
-Fixed rounding errors displayed on the monster buff UI.
Spring Patch Notes
Small balance patch to bring in the spring air.
Changes
The ballista has received absolutely no change.
Mortar is no longer long-range artillery.
Increased the amount of love the Tesla coil can spread in one hug.
Frost keeps no longer slow but are still rather chilly.
Because of the recent rise in gas prices, the flamethrower’s price has been increased due to its high amount of fuel consumption.
Someone injected pure mana into the poison sprayers.
Shredder’s sawblade has been rescaled to be more realistically sized.
The encampment has taken up Frisby golf.
Lookout reticle has been slightly altered to make it more clear which enemies are currently marked.
Honey, I shrunk the planes.
Obelisks are tall boys now.
Particle cannon thiccc-ness increased.
Due to the massive increase of ghost hunter YouTube channels, haunted houses have loss all value and are now free.
Happy April everyone.
1.0.14 Patch Notes
Small patch this week, but with a few more QOL fixes.
Changes
Mana decay bar (light blue) now always decreases by one block of mana/sec.
Removed the first Research Breakthrough card upon unlocking university.
Boss chests now combine all of their card drops into one chest.
Added a “Not enough gold” text popup when trying to place a building or tower without sufficient funds.
Increase the max mana given by Savings Account I & II from 10 to 15.
Removed Savings Account III.
New achievements added for all of the tower challenge runs on double defense and triple defense (Should all work but achievements are difficult to test properly)
Fixes
Fixed a bug where universities wouldn’t research until the player funded at least one percent of research even if they had taken the university upgrade cards.
Priority order now uses powers instead of multiplication.
Fixed some minor typos.
Fixed saw blade maximum lifetime to stop them from disappearing before intended.
Fixed all adjacencies to only work with connections on the same level (as intended).
1.0.12 Patch Notes
This patch overhauls mana generation to improve synergy between different mana options and to reduce the number of cards which feel like trash.
New Features
Added bonus gold from banditry and gold rush to the damage tracker.
Can now press T to access the damage tracker mid game.
Tower modifiers now only show while the damage tracker is open to reduce screen clutter.
Tower Priorities now scale in importance based on their order (top priority x3, second priority x2 and last priority x1).
Improved UI scaling to be more consistent feeling.
Added the 1, 2 and 3 keys as hotkeys for tower and university upgrades.
Mana Changes
Sorcery and Life Steal cards now give mana as a percent of your maximum mana instead of a flat number.
Life Steal I is now unlocked by the Sorcery I card.
Mana bank now has upgrade cards which increase the maximum mana bonus each bank provides.
Mana bank UI now tells the player an estimation of how much mana it is generating based on its max mana bonus and base mana generation.
Mana bank base regen lowered to 1/s.
Each mana block in the mana UI now represents 20 mana until you reach a maximum of 500 mana where each block then represents 100.
Balance Changes
Increased all +10% tower crit cards to +15%.
Gold Rush now grants +3g per kill but grants +.25 speed.
Removed Gold Rush II & III.
Increased the rate and positions where graves can spawn.
Added Slow Cooker II & III.
The marked priority now considers how strong each mark is in its calculation.
Hovering portals’ speed reduced by 0.1.
Ballista Changes
Ballista card unlocks rearranged.
Longbow upgrades now give +2 range each.
Mana Bolts I, II & III now each give +4 base damage.
Reduced the mana cost of Mana Bolts III to +5% base damage (all three together have a total of 25% which is normal for a mana tower).
Removed Mana Bolts IV & V.
Mortar Changes
Mortar card unlocks rearranged.
Added Mana Bombs I, II & III.
Added a third blast radius upgrade card.
Obelisk Changes
Obelisk now has range upgrades.
Obelisk now has mana efficiency upgrades.
Added unique upgrade which allows the obelisk to deal more damage the longer it targets the same enemy.
Fixes
Fixed a bunch of spelling errors.
Fixed a bug where Fire and Flames I was never drawn.
Fixed a bug where crit ranges were not properly clamping their ranges.
Added extra check to prevent bugs where enemies would take damage while already dead.
Fixed a bug where frost keeps and encampments would reset their RPM incorrectly mid wave upon level up.
Changed frost keeps’ snowflakes to be circles to reduce flickering when the camera in zoomed out.
1.0.8 Patch Notes
Still rounding up some bugs while trying to bring quality of life to the game where I can. However, the star of this update is our chilly little friend: the frost keep.
New Features
UI scaler now effects all HUD in game and some things in the main menu. Its effect has been increased and it can now be set in the main menu as well.
Removed the gold coin VFX from missiles and eyes when they die since they don’t actually drop gold.
Bi-planes no longer change targets until their current target is destroyed.
Added a new priority “Marked” allowing towers to prioritize targets marked by lookouts.
Added an income section to the end screen damage tracker.
House and mana crystal starting spawn chance around the main tower is now affected by your number of unlocked upgrade cards as well as permanent upgrades.
Reset XP button has been more accurately renamed “Reset Game.”
Game reset now automatically reloads the scene and no longer requires a game restart.
Added the frozen condition.
Frost Keep
Added new unlock cards including D.O.T. upgrades as well as unique unlocks involving the new frozen condition.
Changed snowflakes to be 2D images instead of 3d cubes to slightly improve performance.
Fixes
Fixed a bug where the mana bank was not properly removing its max mana bonus on demolish.
Fixed potential cause of Ooogie sometimes dropping way too many chests.
Added extra check to prevent building while paused.
Fixed a bug where lookouts were adding their health multiplier to shield damage and their shield multiplier to health damage.
Pause menu no longer gets buried underneath unlock cards.
Fixed a ton of typos and grammar errors (huge thanks to Wyndhammr on the discord)
Fixed a minor bug where the last frame of haste and slow was sometimes not removed.
Fixed a bug where the tower UI could clip through the main tower.
Current Release
v1.3.2
Uploaded Jun 22, 2025
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System Requirements
How to Install
Rogue Tower.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
68 MB
v1.3.2
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