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ASCII Tower Defense

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ASCII Tower Defense screenshot 1
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ASCII Tower Defense

David Segal Games · Published by David Segal Games

6 user reviews — 83% positive (6 reviews)

Last updated 28 Sept 2026

Wave after wave of enemy shapes are looking to break through your defenses and ravage the land of Language. Build your defenses, all made of ASCII characters, to repel the invaders!

DJCTQ 6

£2.49

Lowest price we've ever recorded

View on Steam

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Price history

4 Sept 2026Lowest: £2.49 · Highest: £2.4910 Oct 2026

Strategy · 2024 · More under £5 games

Build towers from ASCII characters to fend off enemy waves in ASCII Tower Defense. Prepare for an intricate strategy challenge as you protect the land of Language.

About this game

Shapes are attacking!

Wave after wave of enemy shapes are looking to break through your defenses and ravage the land of Language. Build your defenses, all made of ASCII characters, to repel the invaders!

ASCII Tower Defense is a strategy game inspired by the game Desktop Tower Defense, as well as older tower defenses like Warcraft's custom game Wintermaul. Use your money to build defenses, made of ASCII characters, to defeat invading shapes. Use the money gained from defeating them to upgrade your defenses and take on the next wave! There is no set path, make the enemy follow one of your design!

key Features

  • Build Your Own Maze
  • 50 Waves Of Enemies
  • 15 Enemy Types
  • 12 Tower Types to Defend Yourself With
  • Two Upgrade Paths Per Tower
  • 3 Main Difficulty Modes
  • An Infinitely Scaling Difficulty

System Requirements

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Minimum

Minimum:
  • OS: Windows 10
  • Storage: 120 MB available space

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    NVIDIA Driver Bug

    The glitchy text driver bug has been fixed as of the NVIDIA Driver 572.60! The text should be back to normal and readable again :D
    Read full article on Community Announcements (David)
  • Patch NotesOfficial

    Prestige Rebalancing

    Hello all, hope you're enjoying the Tower Defense Fest that started today! I've been working on rebalancing the prestige scaling. For those that haven't unlocked it yet, you get it by beating the game on Hard difficulty. It then scales the enemy health every time you beat the game. However, before today it scaled it very aggressively. To the point where beating prestige 20, which I think is a pretty standard number to have be the 'ultimate challenge', was absolutely impossible. I've eased up on the scaling so that it should be roughly half as hard as before. Beyond that, I've also done a couple of rebalances to make sure that it is possible. The start of that is rebalancing how enemy regeneration works. Regeneration of all kinds are max health percentages. However, as enemy health scaled, this regeneration made waves with high health enemies impossible to fully clear. So now, as enemy health rises, the percentage of hp they recover from any source goes down. The first boss now also has nerfed hp when found in waves other than wave 10 (where it should stay roughly the same). This is because this was the main offender of that regen. , though others also abused it as the prestige levels skyrocketed their hp. Some of the other waves have been nerfed too, though beyond one regeneration focused wave that I just hadn't hit in one of my earlier nerfs to it in beta (it was healing for 1/3 extra), I only nerfed some of the late game fast rounds and the 3rd boss, which now spawns slightly fewer enemies less frequently. Lastly, the anti-softlock detection for the 4th tier left path Slow tower was redone. Rather than having a maximum of 20 pulls per target, it now resets how many pulls left it has on the target whenever it reaches a new minimum hp. So as long as you're out-damaging their healing, it'll keep pulling them! As always, if you have any comments, questions, or suggestions, feel free to contact me through email or discord!
    Read full article on Community Announcements (davidmsegal5)
  • Patch NotesOfficial

    Game Release

    Thanks for everyone's patience! ASCII Tower Defense is on the market! Thanks so much to all of the beta testers for their bug reports and suggestions! The game wouldn't be what it is without it! I made an official discord server for the game, if you feel interested. It will also be the place to post any bugs or suggestions you find! A special role will be given to those whose PBs are higher than mine. It doesn't particularly do anything, but it's something to commemorate your hard work. In the future, look forward to achievements being added. Some will be the expected 'beat the game' type stuff, others will be more niche, like killing a boss with a certain type of tower, or having a certain amount of money left over at the end. Again, thank you to everyone who helped out, you all are awesome.
    Read full article on Community Announcements (davidmsegal5)
  • Patch NotesOfficial

    Small Update, New Stuff!

    Hi all! It's been a bit since I gave everyone their beta keys, so I thought I'd make an update on the changes since then! First some big ones. Based on feedback, I added: A fast forward button A discount on your first tower of each type on easy mode Better descriptions on some of the towers (and some typo fixes) Fixed a decent amount of crashes, errors, and other stuff (WOO!) Found a couple blatantly overpowered towers and overpowered waves For some changes: The regen creeps have now had their regen cut when they have higher health, since their regen is based on their max hp. Based both on feedback (and my own testing), regen creeps became very hard to deal with if you didn't counter them with the right path Melee tower. This shouldn't be as necessary now. It may still be hard, I still want more feedback to make sure it's getting there I added a hotkey for pausing and unpausing (escape) and selling (backspace). There is a slight delay between being able to pause and unpause. A bunch of balance fixes, but especially one to the Fervor tower. Both sides now are affected by fire rate increases on their total fire rate, rather than just their base. This was for two main reasons. One, because it just feels good on the fire rate tower to put a fire rate thing next to it and watch it skyrocket. And two, because there was an unintentional combo between the Right Path fervor tower and attack speed buffs, where the base fire rate would increase significantly, but the fervor buff (or debuff, in this case) would not. So you'd end up with some WILD attack rates that would never decrease. Now you get those wild attack rates, but they decrease as expected. Also, when I did some more math the right path also just had more damage overall at all points. So I made their worst point (ie: attacking the same target for a long time) a good amount lower, but their high point (attacking a new target) the same or better. Thanks to my testers again for finding some weird bugs, including: Selli...
    Read full article on Community Announcements (davidmsegal5)

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