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Watch trailer on Steam ↗Tower Petroleum
Proud Turkeys · Published by Proud Turkeys · Official site ↗
Last updated 29 Sept 2026
A roguelike deckbuilder tower defense. Build and upgrade turrets against monster waves, draft new cards after every wave. Upgrade turrets, enhance them with modules and assign heroes for unpredictable synergies. Roguelike runs. Lose, upgrade, run again. Also beautiful graphics
Indie, Strategy · More free games
In Tower Petroleum, draft new cards and upgrade turrets with modules as you fend off monster waves. Each loss brings a chance to enhance your defenses for the next run, all set against beautiful graphics.
About this game
A rouguelike deckbuilder tower defense where your deck fights alongside your turrets.
Build and upgrade turrets against monster waves, draft new cards after every wave, and take the whole thing into roguelike challenge runs on procedurally generated maps.
IN THE PLAYTEST RIGHT NOW
58 cards across 4 heroes
6 turrets, from the Gunman Hideout to the Silent Pumpjack
16 monster types, two of them bosses
19 elite affixes that recombine into randomized champions
25 permanent upgrades across Economy, Firepower and Command
3 difficulties, procedurally generated challenge maps, a comic-book campaign
New content lands constantly - which brings us to:
YOUR CARDS BECOME YOUR POWERS

Every deckbuilder gives you a hand of cards, in Tower Petroleum they get installed on turrets and revamp them. Hero cards are dragged onto turrets and stay there: one hero per turret, each with a passive aura and an active ability you fire on cooldown. Ignition auras that burn the path. Overloads that triple a turret's damage. A loan shark hero whose interest compounds. Your crews decide the run.
MODULES, FOR GOOD

Module cards are installed straight into turrets, they don't expire. Ricochet makes shots split into the crowd. Frost Tech lets hits freeze. One module pays out bonus damage for every petroleum you haven't spent yet, so building a big bank is its own weapon. Same turret - different modules - different results.
A DECK YOU ASSEMBLE BEFORE THE RUN

Each hero carries a card deck you construct before embarking, drawn from everything you've unlocked. Between waves you draft more. Every card you play feeds its domain, Engineer, Elemental or Economics, and that domain grows stronger for the rest of the map. Playing your deck is building your build.
GO FIND THE BROKEN BUILD
The systems are built to be exploited. Usury multiplies a turret's damage for every debt you carry. The Wanderer pays out per nearby turret with no ceiling: swell his aura with Area Amplifiers, pack the whole board inside it, watch it destroy everything. Shocked enemies take extra fire and cold damage. Mimic replays your last card at its own price, and Catalyst makes the copy come out fully upgraded. Find your combos.
BUILD THE DEFENSE

Monsters crawl from the frozen depths along fixed paths. You build turrets on the map, upgrade them, and launch waves at your own pace. Inspect what's coming, plan the round, pull the trigger. Classic tower defense.
ROGUELIKE CHALLENGE RUNS

Pick a hero, pick your pain: Hard, Ruthless or Impossible. Procedurally generated maps and one-choice intermissions between them. A run is a heist: your hero, your deck, your turret loadout -- against whatever the ice brings.
LOSE THE RUN, KEEP THE PROGRESS

Failed runs still bank mastery toward your heroes and card unlocks. Upgrade points buy permanent perks across three branches: Economy, Firepower, Command. Forward Scouts preview the next wave. Warlord stacks permanent damage on your best turret. Carry Over pays interest on wave income. Every run, even the failing, makes the next one sharper.
A CAMPAIGN WITH TEETH
A comic-book story across a world that drowned in snow, where petroleum towers are the last warm places left. Along the way it will put a dying man in front of you and ask for a decision. Your hero branches Good or Evil, and the cards follow. Wishlist to see where the choices lead.
WE POST DAILY DEVLOGS
New cards, new turrets, balance experiments, failures, ends up in our Discord the same day. Come watch the game get made, and throw your ideas while it's still soft. We do care, we do listen.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10, 11
- Processor: 2.5 GHz or better
- Memory: 2 GB RAM
- Graphics: GPU with at least 512 GB VRAM
- DirectX: Version 11
- Storage: 1 GB available space
- Sound Card: Nice to have (to hear music and sounds)
Recommended
- OS: Windows 10, 11
- Processor: 2.5 GHz or better
- Memory: 4 GB RAM
- Graphics: GPU with at least 1 GB VRAM
- DirectX: Version 11
- Storage: 1 GB available space
- Sound Card: Nice to have (to hear music and sounds)
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
The playtest is back - biggest update since April, open to everyone
The Tower Petroleum playtest just got its biggest update since April, and it's open to EVERYONE - no keys, no waitlist. Hit Join Playtest on the page and go: In the build right now: 58 cards across 4 heroes,6 turrets,16 monster types19 elite affixes that recombine into randomized championsroguelike challenge runs on procgen maps at three difficulties (Hard, Ruthless, Impossible - there is no easy)and the campaign chapter where you make The Choice (you might have made it earlier though)It's still WIP - some placeholder art, some rough text - but every piece of it is playable fromstart to finish. It's a deckbuilder where cards don't get discarded - they get installed. Drag a hero onto a turret and it's crewed for the run. Find the broken build. There are several. If you played in April: it's a different game now. Come see.Read full article on Community Announcements (fartik)Patch NotesOfficial
Tower Petroleum Playtest update #6 - patch notes (Tutorial is here)
Greetings, wanderers! The Tower-Defence Fest is done, we have reviewed the feedback that we have received from people who played our game and are back with a new potion of updates. All of these would occasionally be propagated to the Demo version, but we release them in Playtest first.We have implemented the short tutorial to get people acquainted with some non-obvious elements and features of the game. This would be played once when you start a new save, you would be able to replay it from the main menu afterwards.All tower sprites got a little bit of color, to bring some joy into crushing monsters in the frozen wastelands.Cards also received some fresh up, this should make different card types be more easily distinguishable.A number of other artistic improvements: shader effects here and there, new icons for tags, updates for comics panels.Modules that deal damage (e.g. Lightning Strike, Flame Core) would now have a respective damage type (physical/elemental).Another step into UI polish: show more monster details in the wave details, hopefully this would help you counter monsters better. Clean up of the stats panel for the turrets, a bit of elements alignment improvements, use Steam Overlay for external resources where possible.Added graphics settings to the Options screen: dynamics lights and post-proc effects can not be turned off, dynamic resolutions also implemented -- this should help the game run smoothly on low-end machines.Of course a number of bugs crushed, most notable:fix an occasional crash when using the Corpse Bomb Implant cards;fix for the game not closing properly and Steam showing it as still running;fix the Chain Laser turret not actually drawing the lightning bolts, but still damaging the enemies;Mass Upgrade ability fixes: when it won't upgrade turrets if you have 1 or 2 of them, or not upgrading turrets that are above the 4 level;Better camera controls: avoiding jittering on move and zoom;A few UI and UX fixes for the round lose/win screensPla...Read full article on Community Announcements (fartik)AnnouncementsOfficial
The Demo Is OUT!
This is something we all waited for: the demo is finally out!In the Demo:3 intense levels to survive5 distinct turrets, each with its own role8 enemy types crawling up from the depths2 boss encounters that will test your build27 cards to unlock and experiment withTest it and tell us what you think! We'll meet you in the frozen desert, wanderers!Read full article on Community Announcements (costa)Patch NotesOfficial
Tower Petroleum Playtest update #5 - patch notes (Demo is coming!)
The moment we were waiting for, is almost here. In a few days the Public Demo demo will be available for everyone.Take up your steel. Count the cans and the shells. The world has ended in white, and the cold is a hard thing.We need you for the one final playtest before the Demo is out. This help really means a lot.The game has changed:Update #5:Major visual overhaul: All the turrets are now animated, modules are visually represented on the level. The game is beautiful as never before:Major balance update: all the turrets are equally important now, which gives you much more versatile builds possibility. The first level is now a "tutorial" difficulty for new players to understand the mechanics. All levels are rebalanced for better, tighter gameplay. The game is hard. But is it hard enough for you?Major UI improvements:The player can now see information about the wave and plan his turrets placement and card usage.All turrets now have a detailed and thorough statistics of modules, damage types, damage buffs, nerfs and more. Now you can see exactly what is turret's damage and efficiency.Meta game first steps: card's farming mechanic is much clearer and understandable now. Try to complete the level and unlock more cards on each playthrough.Sound improvements, bug fixes, performance fixes.See you in the frost desert! Please share your thoughts this means a world to us.Read full article on Community Announcements (costa)Patch NotesOfficial
Tower Petroleum Playtest update #4 - patch notes
Greetings wanderers! Another week, another update. Today we have prepared the following changes for you3 new CardsTech Support - this module will improve turrets' damage in a short radius. Nice way to use weak support turrets as a damage busters.Rage of the Machine - after killing a bunch of enemies the turret goes nuts and increase fire rate x2 for 3 seconds.Trinity Tech - one the module is applied to the turret, every other shot applies frost, fire or lightning elemental damage to a target. Nice way to burn, slowdown or multiply other modules' effects with just this one installed.New Module Placement Feedback Animations8 modules now will have it's own dedicated apply effect animations: Twin Barrels, Frost Tech, Flame Tech, Lightning Tech, Salvage Unit, Oil Reserves, Stun System, and Trinity Tech.Find them, play them, see how it looks like and let us know.UI ImprovementsCards are now bigger. Dragging cards from hand will now show the card and it's description to a player.Old UI:New UI:Final WordsAs usual Play, like, wishlist, subscribe, join discord, tell your friends. We do listen, we do care.Read full article on Community Announcements (costa)






