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Classic Tower Defense 2

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Classic Tower Defense 2: Main Trailer trailerWatch trailer on Steam ↗

Classic Tower Defense 2

Blacksmith Forge · Published by Blacksmith Forge · Official site ↗

Positive — 96% positive (26 reviews) · 39 achievements

Last updated 28 Sept 2026

Classic tower defense rules meet modern systems. Build medieval towers, face adaptive waves, and experiment with upgrades, modifiers, and roguelike progression.

DJCTQ 14

£2.65

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

5 Sept 2026Lowest: £2.65 · Highest: £2.654 Oct 2026

Indie, Strategy · 2026 · More under £5 games

Tower up against evolving foes in Classic Tower Defense 2. Build your defenses wisely as you face increasingly challenging waves, experimenting with upgrades and modifiers to survive the test.

About this game

Classical experience with modern reinterpretation

It follows the traditional rules that defined the genre:
a single path, medieval towers placed around it, and enemies that advance relentlessly toward their goal. Towers cannot be attacked, positioning matters, and strategy comes from planning rather than micromanagement.

On top of this familiar foundation, the game introduces modern systems and deeper mechanics that significantly expand replayability and strategic depth.

Each tower features advanced stats — critical chance and critical damage, multi-target attacks, range, fire rate and scaling effects — and its own skill set that unlocks as the tower levels up.

  • Archer, Ballista and Canon hold the physical line — quick volleys, piercing bolts and siege blasts

  • Fire, Ice and Storm burn, slow and chain lightning across whole lanes

  • Chaos, Resonance and Greed bend the rules — raw arcane power, support auras that amplify every tower around them, and gold squeezed out of every kill

Level a tower to unlock its skills — from poison arrows and meteor rain to marks that amplify all damage a target takes. Nine towers, forty-two skills: the same tower can play a completely different role in every run.

After key waves the game deals you a hand of rewards — pick one, and shape the whole run:

  • Blessings strengthen your towers: damage, attack speed, crits, range

  • Curses strip the enemy down — sundered armor, broken wings, exposed essence

  • Doctrines bend the economy and the rules of engagement

  • Tower skills unlock each tower's signature abilities

  • Unique effects are rare, powerful and run-defining

89 modifiers across three rarity tiers — Common, Rare and Legendary — with rerolls for when the hand does not fit. Every choice is permanent, and no two runs play out the same.

The main mode is a ten-level campaign designed as one self-contained run — from the first breach at The City Gates to the last stand in the Silent Necropolis, where twenty waves crash against everything you have learned.

  • Pick one of four professions: the Adventurer sees an extra reward card in every deal, the Warlord marches with a physical arsenal, the Elementalist commands every magic tower, and the Merchant starts with one of everything — and a heavier purse

  • Choose one of three difficulty levels, from a relaxed defense to a real siege

  • Survive special waves that break the usual rules and force you to adapt on the spot

  • Progress is saved between missions; every playthrough deals different rewards and modifiers

Inspired by roguelike progression, each run feels different — but without permanent unlocks.
All mechanics and modifiers are available from the start, ensuring that success depends on decision-making, not grind.

The horde grows with you: wolves and skeletons give way to golems, griffins and werewolves, until dragons and leviathans darken the sky. 24 enemy types across three tiers — walkers and flyers, elites with swollen health bars, and a boss arriving every fifth wave.

Every enemy carries real physical, arcane and pure resistances — the armored knight that shrugs off arrows will melt under arcane fire. The in-game compendium (bestiary, arsenal and modifier codex) keeps every number one click away.

Endless Mode turns every map into a proving ground: waves keep scaling in strength, speed and composition until your defense finally cracks. Push a build to its limit, then push further — the game keeps a personal best record for every map, waiting to be beaten.

Visuals and Presentation

Built with modern technology, the game features clean, readable visuals, detailed environments, and impactful effects designed specifically for a top-down tower defense experience.
Sound design and visual feedback emphasize clarity, intensity, and atmosphere.

Anonymous statistics

We are a very small team, and this game is balanced almost entirely from what we can observe. To do that, the game sends an anonymous record of each run: the map and difficulty you chose, which wave you reached, what you built, and whether you won.

It never sends your name, your Steam account, your e-mail, your IP address, or anything you have typed. The only identifier is a random number generated on first launch, which is not connected to you in any way and cannot be traced back to you.

You can turn it off at any time in Settings > Game > Share anonymous statistics.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 (64-bit)
  • Processor: Intel Core i5-2500 / AMD FX-6300 or equivalent
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GTX 960 (4 GB) / AMD Radeon RX 470
  • DirectX: Version 11
  • Storage: 3 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 / Windows 11 (64-bit)
  • Processor: Intel Core i5-8600 / AMD Ryzen 5 2600
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 1660 / AMD Radeon RX 5600 XT
  • DirectX: Version 12
  • Storage: 3 GB available space

Supported Languages

English, Ukrainian, French, German, Spanish - Spain, Russian, Simplified Chinese, Portuguese - Portugal, Polish, Portuguese - Brazil, Traditional Chinese

Latest news

  • Patch NotesOfficial

    Update 1.1.5 - Built From Your Runs

    In 1.1.4 we asked you to share anonymous statistics, and promised that the next balance patch would be built on them. This is that patch. 674 runs came back, and they showed us three things we would never have guessed on our own: Endless runs die rich, many runs bleed out long before they actually lose, and three rewards were being refused almost every single time they appeared.EndlessYour gold finally has somewhere to go. The statistics were blunt about this. A typical Endless run ends holding more than six thousand unspent gold - roughly seventeen towers' worth - with every tower already at level five and most build spots still empty. Your income keeps multiplying; the number of towers you are allowed to field never moves, so from the middle of the run the gold you earn stops being able to buy anything. From wave 16, and every six waves after that, the limit on every tower type you already have goes up by one - six times over the run. Towers you have not unlocked stay locked: unlocking is still what the Help rewards are for.New wave typesThree more join the four already in the game. As before, they reshape a wave rather than simply making it bigger, they never land on a boss wave, and the banner tells you which one is coming before it arrives.Legion. The entire wave is a single breed. Whatever that breed resists, all of them resist, so a defence built around one kind of damage will feel it.Crescendo. The wave opens slowly and winds up, ending more than four times faster than it began. Clear them early, or the tail of the wave arrives all at once.Blood Price. Anything that reaches your base costs you twice as much, and every kill pays half again as much. A wave you can hold is a payday; a wave you cannot is expensive.NewCall the next wave early. During the break between waves, a button on the incoming-wave banner pays you gold for every second you skip, and tells you exactly how much before you press it. Boss waves are excluded. Trading preparation time for gold is...
    Read full article on Community Announcements (poverty enjoyer)
  • Patch NotesOfficial

    Update 1.1.4 - Endless Rebalanced, and Icons for Everything

    Endless kept growing until it ran out of frames, and handed out gold nobody could spend. This update makes it grow upward instead of outward. Nearly every reward in the game also finally has artwork of its own. There is also a new, optional way for you to help us balance the game.EndlessDeep waves stop multiplying and start hardening. Wave size, boss count and the speed bonus used to climb forever, so by wave 40 the screen was full and the framerate was not. They now stop growing, and enemies past wave 30 get tougher instead. Fewer of them, harder to kill.Gold stops piling up. Kill rewards grew with every wave, so deep runs ended with far more gold than there was anything to spend it on. The reward now settles instead of climbing.Deep waves stay varied. Late Endless had drifted into nothing but the toughest enemy type. The mix now keeps all three, so the towers you built to counter them still matter at wave 50.ArtEvery reward finally has art of its own. Whole families of rewards had never had icons of their own and simply borrowed whatever was at hand. Curses were the worst of it: twelve of the eighteen showed a monster's portrait, so a curse you placed on an enemy looked exactly like that enemy. Blessings, doctrines, professions and unique rewards all shared the same flat glyphs. Every one of them is now drawn.New enemy portraits, redrawn skills, and the last placeholder gone. All 25 enemies have fresh portraits, the Archer's five skills were redrawn, and the question mark that stood in for a missing icon is gone from the game.NewAnonymous statistics, and a switch to turn them off. We are a very small team, and the only way we can see how the game is really played is if the game tells us. It now records what happened in a run - the map and difficulty you chose, how far you got, what you built, whether you won - and sends it anonymously. It never sends your name, your account, or anything personal. You can turn it off at any time in Settings - Game - Share anonymous...
    Read full article on Community Announcements (poverty enjoyer)
  • Patch NotesOfficial

    Update 1.1.3 — Fixes & Smoother Late Waves

    A small update, and almost all of it came from your reports on the forum. Thank you helix2, Zatoichi and garwilm.ProfessionsYour profession is applied properly again. Starting a new campaign after finishing one could leave you stuck with the profession from your previous run, without ever being asked to choose. You now always get the choice.The Merchant and the Elementalist described themselves wrong. Their cards promised starting towers that didn't match what you actually got. The towers were always right — the descriptions weren't. Both now match the game.FixesBurning enemies stop burning. A fire effect could linger on an enemy long after the flames were out.The map can no longer disappear, leaving only sky. The camera could be moved past the edge of the battlefield, most easily on Silent Necropolis. It now stays over the map on every level.PerformanceLate waves run smoother. Big Endless waves are lighter on your machine than they were.This performance work is a first pass. If the framerate still drops for you as the enemies pile up, please keep telling us on the forum — that's exactly how this update happened.
    Read full article on Community Announcements (poverty enjoyer)
  • Patch NotesOfficial

    Update 1.1.2 — 39 Achievements & Steam Cloud

    Achievements are here — 39 of them, from your very first kill to clearing the whole campaign on Hard. Steam Cloud is on, so your progress follows you between PCs. Plus a fix for a quiet bug that had been switching off three modifiers behind your back.Steam Achievements39 achievements, tracked across every run. Campaign milestones, Endless wave records, the full bestiary, every profession, every tower, gold hoards and debts — and a handful of proper challenges for the stubborn: win a mission with three towers, win without selling a single one, finish a mission on Hard without losing a point of base health.Nothing is lost if you play offline. Progress is stored locally first and sent to Steam afterwards. Play with Steam offline or closed and your unlocks are simply delivered the next time you're connected.Progress counts from now on. Achievements track runs played from this update onward; earlier runs aren't retroactively counted.Steam CloudYour progress follows you between PCs. Campaign progress, Endless records, your run setup, the tutorial tips you've seen and your key bindings now sync through Steam Cloud automatically when the game starts and when it closes.Machine settings stay on their machine. Graphics and sound options are deliberately left out of the sync — what runs well on one PC can cripple another.The demo shares the same cloud. Progress made in the demo carries straight over when you pick up the full game.Bug FixesBosses and elites are recognised again. The game had stopped identifying which enemies were bosses or elites, which quietly broke every modifier that cares:Giant Slayer (+20% damage to elites and bosses) did nothing at all. It works now.Trophy Hunter (bosses and elites pay 1.5× bounty) paid nothing extra. It pays now.Volatile Deaths was detonating boss corpses, which it was never meant to do.Ambush was applying its full opening strike to bosses and elites instead of the smaller boss value — its anti-boss opener is now the intended size. This o...
    Read full article on Community Announcements (poverty enjoyer)
  • Patch NotesOfficial

    Update 1.1.1 — Berserk Fix, Balance & Bug Fixes

    A focused follow-up to the big 1.1.0 update — squashing a few bugs that turned up in your runs, tightening two economy modifiers, and keeping all nine languages current. ⚖️ Balance & Economy Scrap Collector reined in. This doctrine turned overkill damage into gold far too efficiently — a single big hit into a pack could pay dozens of times a normal kill. It now converts 5% of overkill (down from 10%) and pays at most 75 gold per wave. Greed's loan is a real debt again. Taking the Greed tower's loan and failing to repay it now correctly drives your gold negative until your income covers the debt, instead of the repayment being quietly forgiven. Sacrifice sell value trimmed. The modifier that sells a random tower now refunds 140% of its cost (down from 150%). 🐛 Bug Fixes Berserk now works on every difficulty. The Berserk blessing — tower damage and attack speed that ramp up as your base health falls — measured your health against a fixed value instead of your actual starting health. On Easy that wrongly weakened your towers at full health, and on Hard it silently over-boosted them. It now gives no bonus or penalty at full health and scales up smoothly as you take damage, on every difficulty. Accurate end-of-run stats. The results screen's damage-to-base chart, and per-tower damage and kill counts (including your MVP tower), are now recorded correctly instead of reading zero. No more phantom “enemies remaining” between waves. The incoming-wave panel no longer shows a stale leftover count in the gap between waves. Reliable Space-bar pause. Tapping Space now cleanly toggles pause on and off. 🖱️ Quality of Life Click a tower's damage row to focus it. In the in-game damage panel, clicking a tower's row now snaps the camera straight to that tower. 🌍 Localization Translations kept current. Every new and changed line in this update is fully translated across all eight supported languages. Thanks for the reports that surfaced these — see you on the battlefield!
    Read full article on Community Announcements (poverty enjoyer)

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