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Exo TD

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Exo TD

Virtual Classic Studio · Published by Virtual Classic Studio

Mostly Positive — 73% positive (11 reviews)

Last updated 27 Sept 2026

Exo TD is a true 3D space Tower Defense. Invaders have scouted your planet as their next target, you must protect it by building destructive turrets, orbital defenses, shields, drones and more to defend against the incoming invasion force.

Early Access

£15.49

Lowest price we've ever recorded

View on Steam

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Price history

3 Sept 2026Lowest: £15.49 · Highest: £15.493 Oct 2026

Action, Indie, Simulation, Strategy, Early Access, Casual · 2018 · More £15 - £30 games

Build and upgrade defenses to repel invaders in Exo TD, a 3D space Tower Defense experience. Developed by Virtual Classic Studio, this casual yet strategic game challenges you to protect your planet through early access.

About this game


Exo TD is a game similar to traditional tower defenses with new core experience changes. The setting takes place in fully 3D space as you take control of your planet defenses. With your resources you must construct turrets, shields, orbital defenses, and more maintaining your Planetary Shields as each invasion force and it's flagship boss arrives.

In the standard mode invasion forces will periodically spawn in waves to challenge your grip on the planet, on successfully penetrating your Planetary Shields your planet and all its defenses will be lost to them.

Each wave features an increasingly difficult set of AI ships that will challenge you with new tactics, strategies, and reactive combat abilities. Destroyed enemy ships will often yield drone collectible scrap resources, providing opportunities to upgrade your turrets into newer more powerful models augmenting their defensive capabilities to deal with the increasingly powerful threats.

System Requirements

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Minimum

Minimum:
  • OS *: Windows 7
  • Processor: TBD
  • Memory: 4 GB RAM
  • Graphics: TBD
  • Storage: 2 GB available space

Supported Languages

English

Latest news

  • Patch NotesOfficial

    Patch 1.8: Act 3, Planet Destruction, Turret balance.

    {STEAM_CLAN_IMAGE}/32712926/077348960d3e759428d65b3fbec1a2ea7e8474b9.png Patch 1.8 New Features: Act 3 wave set. Planet Destruction & Game over VFX. Turret Balance. +Planets now have dynamic effects associated with game over mechanics. +Turret stacking has been removed and all bugs associated with it have been fixed. -Upgrading with hot keys caused build panel to disappear but buttons could still be activated without the UI, this is no longer possible. -Turrets that are upgrading can no longer be selected in their previous form during the 5 second upgrade window. +Fighter Class ships now again appropriately attack the planet before in orbiting range. Fighter fire ranges have been improved. +All ships activated by Formation or Squad mechanics can now correctly switch between Strafe Fire mechanics and standard Orbiting Fire. +Strafe Firing now has more functionality. +Most ships have received significant speed boosts while performing strafe fire runs and in formations. Planet Shield dissolve effect updated. Boss Carrier hit locations now read the correct shield values and update each other with the real time value. -This corrects issues with turrets featuring multi targeting mechanics. Destabilized Plasma (I&II) can now correctly fire on non standard hit locations. Easy difficulty description has been removed from the Level Select menu. Difficulty buttons split from Act buttons. Fighters T2, T3, and Medium Carrier rejoin the fight over your planet in Act 3. {STEAM_CLAN_IMAGE}/32712926/3f651d96074effaa1525ac6e4eed2a72c6cd02e4.png Known bugs: Audio balance and missing sounds. Overhauling audio is next on the list of updates. In game menu button occasionally breaks and refuses to be clicked. Next Wave UI output can occasionally lose synchronization with its timers by a few seconds. Ion Turret does not work. Rework coming soon. Laser Defense Array (I & II) needs rework. Turret Balance changes: Laser T1: +Cooldown from 0.6s to 0.4s +Range updated from 600 to 700. Laser T2-...
    Read full article on Community Announcements (Virtual Classic Studio)
  • Patch NotesOfficial

    Patch 1.7: Development Resumed

    {STEAM_CLAN_IMAGE}/32712926/f668399192b729d02e1aa69c11a1085af7dbddd3.png Some may have noticed development had stalled beyond a few bug fix patches for most of this year. This patch officially kicks off the resumed development over the last 2 months and hopeful outlook that we can continue to deliver more content. Patch 1.7 features many under the hood improvements that further our capability to do more with our resources. The main features of this patch are numerous undocumented & listed bug, crash, performance, and architecture fixes over most of the year. A new level wave set with Act 2 and a rebalanced Act 1. Improved squad mechanics and 4 new bomber types with new art and animations. Act 3 and 4 out for testing in the next month. Patch Notes 1.7 New Features: Act 2 has arrived! This wave features 4 newly designed bomber type ships featuring new attack types and art. Act 1 reworked to improve scrap and difficulty curve. Classic Mode removed: The difficulty scaling on this wave set will come back in another form but we're bringing this back to the drawing board for a future Act. Unit system code redesigned to allow more flexibility and common behaviors to be generalized to most unit types. Ships re-categorized by type. Four new ship types added: Bomber Tier 2: Rapidly drops bombs in sets of 3. Bomber Tier 3: Unloads arc connected bombs that gain speed and damage as they travel. Bomber Tier 4: Charged bombs with slow reload. Bomber Tier 5: Mini-boss with dual attack type and animation. Attack mode 1: Rapidly drop bombs that increase in damage and size, vulnerable to attack. Attack mode 2: Gains armor and speed while dropping Charged bombs with moderate reload. {STEAM_CLAN_IMAGE}/32712926/3d5f699e2aba764af4f6c4199fbd4d7fc9ba91de.png Improved squad mechanics. All ship units can now utilize squad gameplay mechanics. Replaced VFX: Plasma, Concentrated Plasma I, Concentrated Plasma II. Fixed performance issues with projectiles performing tracing significantly more ofte...
    Read full article on Community Announcements (Virtual Classic Studio)
  • Patch NotesOfficial

    Developer Summary 2019, December Patch 1.6 Notes, State of the game, Future.

    {STEAM_CLAN_IMAGE}/32712926/2cdb7be73fa74dce050091ea1e6a649965ecba5d.png Thank you to everyone that has supported the game so far. A lot of progress has been made bringing Exo TD up to higher standards, we still hope to deliver a dynamic and fun game that brings its own style of Tower Defense. What is the current state of the game? The game is now very stable, with the release of 1.6 all available turrets and features should be completely functional and better than ever. We have a solid direction to build off of and look forward to sharing more with everyone as Exo TD improves and grows. Performance was a major goal this year, for several patch cycles our changes introduced a lot of instability in the core game as we ripped out old code and revised our systems to be easier to design on top of and work more efficiently. Exo TD should now perform as expected, when many units, turrets, and projectiles are on screen their may be some minor frame dips, overall these should be mostly unnoticeable and very consistently simulate at 60fps on more systems. What milestone patches have been released this year? 1.1 (April 2019) – New integrated Build/Upgrade UI, art updates, initial performance improvements, destructible units, more. 1.2 (July 2019) – Power Patch: Power resource integration, power storage, turret power overcharging mechanic, active ship wave icons, ship tooltips, adjusted level balance, UI, more. 1.3 (August 2019) – Balance Patch: Revised power scaling, scrap scaling, turret and ship balance, architecture preparation for performance patch. 1.4 (September 2019) – Performance & Multithreading Patch: Visuals decoupled from data, Multithreading, Instancing, Targeting revisions, all around massive performance upgrades for CPU & GPU. Core UE4 Engine version upgraded. 1.5 (October 2019) – New Planet: Rocky Lava testing, Beta Level: Act 1, Shader Outlines, re-balanced level design, Stable patch. 1.6 (December 2019) - Turret Command & Control, Control groups, Hotkeys, Fr...
    Read full article on Community Announcements (Virtual Classic Studio)
  • Patch NotesOfficial

    Exo TD - Revised UI, Performance, Art - 1.1 Patch Notes

    https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32712926/efaf30eb65b610e53469f17a3ec3c12da79bc23c.png Thanks to our players for being patient as we continue to develop and update Exo TD. We're passionate that we can achieve a better experience to players and will continue to work hard to deliver on expectations. Highlights: - New revised UI. More revisions and additions coming soon. - Resolved crashing issues. - Updated Art - Significant performance improvements across all aspects of the game. More performance updates planned coming soon. - AI behavior improvements. - Turret Command Attack. - Destructibility. Patch Notes: - Resolved crashing issues. - Performance improvements across all areas of the game. - Gauss Turret performance improvements. - Revamped UI – Removed the old build & upgrade menu – Now an all-in-one layout. - Removed build & upgrade icons from center of Planet Shield health UI, center now only contains shield health percentage. - Revised tooltip menu now gives more information. - Turret tooltip stats can now be accessed by clicking on an active turret. - Updated Boss 1 Carrier model and texture. - Added new attacks. - Updated Light Carrier model and texture. - Updated Medium Carrier model and texture. - Now has 2 new variations. - Updated Medium Carrier Fighter model and texture. Added wing fold animation on deployment off ramp. - Updated Spawn Portal model and texture. - Added Spawn Portal Open an Close animation for wave spawns. - Added animation to Scrap Collection Drones. - Improved performance of Scrap Collection Drones - Scrap piles revised to now only hold 1 scrap value, additional scrap will randomly be distributed nearby. - Several AI behavior fixes. - All enemy ships now have visual destruction effects when destroyed. - Enemy ships will now dynamically fragment into several pieces on destruction. - Updated Planet ground and water textures effects. - Updated Communications Tower particle VFX. - Revised turret accuracy fo...
    Read full article on Community Announcements (Virtual Classic Studio)
  • Patch NotesOfficial

    Expanded Arsenal Patch 1.0 Released!

    Expanded Arsenal Patch 1.0 has been released! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32712926/9860a0a0b4b6cfedf2e3278bb12238e35bbf0d6b.png This patch is the first of several major planned content updates. We're introducing 6 new turrets, each with many upgrades options. - New Game Modes: Endless Invasion Endless Invasion: Enemy forces will continuously spawn to attack, gradually spawning faster, stronger, and better ships. This mode will keep score and allow you to more easily try out strategies in a faster pacing than the scenario modes. (Note: This mode is still heavily in balancing, significant performance updates will be included in the next major patch, the performance results will largely dictate overall design balance moving forward.) - Six new baseline unique attack type towers, each with multiple upgrades. - Gamma: Focuses strong gamma beams at enemies causing them to accumulate radiation, taking damage over time. Can stack twice, each hit refreshes the effect, deals additional damage and extends the max duration. - Arc Reactor: Energized particles run through the conduit producing high voltage electrical arcs that can attract and arc to nearby targets. Deals randomized damage, arcs to 2 additional nearby available targets. - Artillery: Fires heavy ballistic shells that explode on impact dealing additional damage in a small radius. Explosion damage based on distance, fires at random targets. - Gauss: Rapid-fire rounds, fires at nearest target. Has a 50% chance for projectile to ricochet to a nearby target. - Rail: Energy is concentrated to propel a specialized heavy projectile to enormous speeds. Deals heavy damage with a 25% chance to ignore armor and shields each shot. Requires a significant cooldown period between each shot. - Comm: Satellite-ground communication has been established, relays power and provides a bonus to satellites depending on type. Extends shield satellites max duration by 10 seconds. New upgrades: -Gamma- G...
    Read full article on Community Announcements (Virtual Classic Studio)

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