Compara los precios de Artificial Defense en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Thiemo Bolder, ONEMANGAMES. Publicado por Thiemo Bolder, ONEMANGAMES. Lanzado el 1/6/2016. Disponible en PC. Géneros: Action, Indie, Strategy.

Tower defense with an active aiming layer on top, if you like calling down orbital strikes more than watching turrets auto-fire, this budget solo-dev hybrid has a genuine hook.

My first thought when I saw the genre mash here was skepticism: cramming an orbital bombardment layer on top of tower defense sounds like a gimmick that collapses the moment you stress-test it. After spending time with Artificial Defense, I can say the concept holds together better than it has any right to, mainly because the developer committed to making the shooter layer the actual spine of the game rather than a cosmetic flourish. PC Gamer's coverage put it well, noting that moment-to-moment decisions revolve less around tower placement and more around "which of the three weapons in your arsenal to fire and where to aim." Towers exist, they matter, but you are always the main gun. The resource economy is the part that will click for strategy-minded players. RAM is your single currency, and it funds everything: offensive salvos, tower capsule drops, and ICM unit spawns. Each shot you fire costs RAM, each weapon type carries its own cooldown, and you have to balance the RAM-producing towers against your defensive perimeter constantly. Finding that equilibrium, particularly on the later color-coded servers (difficulty scales from blue through green and red to black), is where the real decision-making lives. The seven hardware levels, progressing from a punch-tape system all the way to a quantum AI mainframe, gate your upgrade access through an uplab menu and give the progression a satisfying arc even if the upgrade tree itself is not especially wide. The offensive arsenal spans 21 weapons, starting with basic flintlocks and reaching neutron bombs and colossal asteroid drops. The three-slot weapon loadout means you pre-select your toolkit before each session, which is a light but real build decision. Aiming is manual and skill-dependent: creeps are moving targets and projectiles have flight time, so leading targets correctly separates efficient runs from messy ones. On the defense side, 21 tower types run from pistol sentry towers to long-range railgun installations, with 7 RAM-production towers rounding out the economy side. Spawning Intrusion Counter Measures to capture corrupted databases and firewalls adds a third system worth understanding, since those structures feed datablip convoys that top up your RAM reserves passively. The weaknesses are real and worth flagging. The upgrade system, while functional, is mostly numerical scaling. PC Gamer noted that many upgrades are "identical save for the bigger numbers attached to them", with only occasional outliers, like multi-fire missiles, that meaningfully change your play pattern. The tower defense layer is shallow relative to dedicated TD titles, offering roughly two functional categories (short range and long range) rather than the interlocking tower synergies that genre veterans will expect. The game also dates from 2016 and has not received the kind of post-launch content expansion that would justify revisiting it as a living product. Its Steam review sample is small, pulling a 76 percent positive rating across 72 reviews, which suggests a modest but genuinely satisfied player base rather than a breakout hit. The Amazon mobile version scored a middling 2.8 out of 5, hinting that the experience loses something without precise mouse aiming, so stick to the PC version. For the right player, specifically someone who finds pure tower defense too passive and wants their hands in the action every few seconds, this is a compact, polished package from a single developer that earned an honorable mention in the Unity Game Developer Contest 2016. It respects your time with 49 challenges across seven servers and a progression system that gates content at a reasonable pace. It will not replace a Dungeon Defenders or an X-Morph Defense on raw depth, but at its price tier it does not need to. Diego, Scout Team

Artificial Defense

Artificial Defense

1 jun 2016Thiemo Bolder, ONEMANGAMES
GamerScout opina

Tower defense with an active aiming layer on top, if you like calling down orbital strikes more than watching turrets auto-fire, this budget solo-dev hybrid has a genuine hook.

PC
ProtonDB Platinum
Mejor precio disponible
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en N/A
Mínimo histórico: €0.55

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My first thought when I saw the genre mash here was skepticism: cramming an orbital bombardment layer on top of tower defense sounds like a gimmick that collapses the moment you stress-test it. After spending time with Artificial Defense, I can say the concept holds together better than it has any right to, mainly because the developer committed to making the shooter layer the actual spine of the game rather than a cosmetic flourish. PC Gamer's coverage put it well, noting that moment-to-moment decisions revolve less around tower placement and more around "which of the three weapons in your arsenal to fire and where to aim." Towers exist, they matter, but you are always the main gun. The resource economy is the part that will click for strategy-minded players. RAM is your single currency, and it funds everything: offensive salvos, tower capsule drops, and ICM unit spawns. Each shot you fire costs RAM, each weapon type carries its own cooldown, and you have to balance the RAM-producing towers against your defensive perimeter constantly. Finding that equilibrium, particularly on the later color-coded servers (difficulty scales from blue through green and red to black), is where the real decision-making lives. The seven hardware levels, progressing from a punch-tape system all the way to a quantum AI mainframe, gate your upgrade access through an uplab menu and give the progression a satisfying arc even if the upgrade tree itself is not especially wide. The offensive arsenal spans 21 weapons, starting with basic flintlocks and reaching neutron bombs and colossal asteroid drops. The three-slot weapon loadout means you pre-select your toolkit before each session, which is a light but real build decision. Aiming is manual and skill-dependent: creeps are moving targets and projectiles have flight time, so leading targets correctly separates efficient runs from messy ones. On the defense side, 21 tower types run from pistol sentry towers to long-range railgun installations, with 7 RAM-production towers rounding out the economy side. Spawning Intrusion Counter Measures to capture corrupted databases and firewalls adds a third system worth understanding, since those structures feed datablip convoys that top up your RAM reserves passively. The weaknesses are real and worth flagging. The upgrade system, while functional, is mostly numerical scaling. PC Gamer noted that many upgrades are "identical save for the bigger numbers attached to them", with only occasional outliers, like multi-fire missiles, that meaningfully change your play pattern. The tower defense layer is shallow relative to dedicated TD titles, offering roughly two functional categories (short range and long range) rather than the interlocking tower synergies that genre veterans will expect. The game also dates from 2016 and has not received the kind of post-launch content expansion that would justify revisiting it as a living product. Its Steam review sample is small, pulling a 76 percent positive rating across 72 reviews, which suggests a modest but genuinely satisfied player base rather than a breakout hit. The Amazon mobile version scored a middling 2.8 out of 5, hinting that the experience loses something without precise mouse aiming, so stick to the PC version. For the right player, specifically someone who finds pure tower defense too passive and wants their hands in the action every few seconds, this is a compact, polished package from a single developer that earned an honorable mention in the Unity Game Developer Contest 2016. It respects your time with 49 challenges across seven servers and a progression system that gates content at a reasonable pace. It will not replace a Dungeon Defenders or an X-Morph Defense on raw depth, but at its price tier it does not need to.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Orbital ShooterHybrid GenreManual AimingRAM EconomySolo DeveloperProgression UnlockTron AestheticChallenge Mode

Requisitos del sistema

Mínimos

OS
Windows 7 or higher
Memory
4 GB RAM
Storage
500 MB available space
Graphics
NVIDIA GeForce 450 or higher with 1GB Memory
Processor
Intel Core i3 2.00 GHz or AMD equivalent

Recomendados

OS
Windows 10
Memory
4 GB RAM
Storage
500 MB available space
Graphics
NVIDIA GeForce 450 or higher with 1GB Memory
Processor
Intel Core i3 2.00 GHz or AMD equivalent

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Información del juego

Desarrolladora
Thiemo Bolder, ONEMANGAMES
Distribuidora
Thiemo Bolder, ONEMANGAMES
Fecha de lanzamiento
1 jun 2016

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¿En qué plataformas está disponible Artificial Defense?

Artificial Defense está disponible en PC.

¿Cuándo se lanzó Artificial Defense?

Artificial Defense se lanzó el 1 de junio de 2016.

¿Quién desarrolló Artificial Defense?

Artificial Defense fue desarrollado por Thiemo Bolder, ONEMANGAMES.