Compara los precios de Defend the Rook en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por One Up Plus. Publicado por Goblinz Publishing. Lanzado el 26/10/2021. Disponible en PC, Nintendo Switch, Xbox. Géneros: Indie, RPG, Strategy.

Tower defense trappings wrapped around a tight turn-based tactics core, Defend the Rook is a compact strategy workout that punishes lazy positioning but clicks into place once you stop expecting a maze-builder.

I went in expecting something close to a classic tower defense and walked out having played something that sits much closer to a chess-inflected tactics game with light roguelite seasoning. That reframe matters, because players who boot this up hunting for labyrinthine kill-corridors will bounce off it hard. Understand what it actually is, though, and the 9x9 grid starts to feel like a very deliberate puzzle box. The setup puts you in control of three heroes - a Warrior, Rogue, and Sorceress - plus the Rook itself, a mobile unit that can absorb hits and deal limited-range damage. Each turn you move and act with each piece, deciding whether to reposition or strike first (but not both, since attacking locks out movement). Towers, traps, and barricades round out your toolkit on the placement side, though their role is genuinely supporting rather than central - enemies will actively target your turrets, so hoarding a few for the later waves is often smarter than front-loading your defenses. A full run clears five areas with five waves each, culminating in a boss fight that gates your inter-run XP and gold payouts. Between runs, you spend those resources upgrading heroes and towers at the meta-level, which is where the roguelite label is most honestly earned. Within a run, the roguelite contribution is randomized per-wave upgrade choices for each hero - common, rare, and epic tiers covering stat bumps, positional bonuses, and triggered effects. The randomness can hand you a run-defining combo or leave you limping; there is no reroll, so luck tolerance matters. On the difficulty question: the community is split, and both camps have a point. At default settings several reviewers cleared a first run within six to ten attempts, which is on the gentler side for the genre. The ten ascension levels add progressively harsher modifiers - reduced healing, faster wave timers, enemy augmentation - but the scaling relies more on resource scarcity than smarter AI behavior, and runaway synergies can still trivialize a run if the upgrade draws align. For strategy fans used to genuinely punishing roguelikes, the early game will feel forgiving. The difficulty spike between individual levels inside a run can also feel inconsistent rather than graduated. What the game does earn is a solid tension loop once the ascensions start stacking: coordinating tower placement to funnel enemies into choke points while managing hero health across five consecutive waves with no full heal in between is genuinely satisfying when the pieces sync. The tutorial is thorough to a fault. It communicates the mechanics clearly and leaves room for player agency in approach, which is the right call for a tactics game, but it does drag. New players will appreciate it; returning tactics veterans will want a skip option. Visually the isometric grid is clean and readable, with distinct enemy silhouettes for each faction - goblins, vampires, and others themed per area. The fixed camera angle creates occasional occlusion issues where heroes or stats hide behind larger sprites, a real annoyance given how dependent correct reads are on knowing enemy health at a glance. Audio is pleasant but loops quickly enough that muting after a few sessions is a documented community response. On PC with mouse and keyboard, control friction is minimal and the game was clearly designed for this input; controller support exists but feels like a secondary thought. This is a good entry point for players who are curious about tactical roguelites but intimidated by deeper systems. The run length is manageable, the rules are learnable fast, and the inter-run progression means no run is ever fully wasted. Depth-seekers who want procedurally generated levels or genuinely ruthless AI will find a ceiling sooner than they would like. One Up Plus built a tidy, honest little game with a scope that matches its ambitions more often than it misses them. Diego, Scout Team

Defend the Rook

Defend the Rook

26 oct 2021One Up PlusGoblinz Publishing
GamerScout opina

Tower defense trappings wrapped around a tight turn-based tactics core, Defend the Rook is a compact strategy workout that punishes lazy positioning but clicks into place once you stop expecting a maze-builder.

PCNintendo SwitchXbox
Steam Deck VerifiedProtonDB Platinum
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I went in expecting something close to a classic tower defense and walked out having played something that sits much closer to a chess-inflected tactics game with light roguelite seasoning. That reframe matters, because players who boot this up hunting for labyrinthine kill-corridors will bounce off it hard. Understand what it actually is, though, and the 9x9 grid starts to feel like a very deliberate puzzle box. The setup puts you in control of three heroes - a Warrior, Rogue, and Sorceress - plus the Rook itself, a mobile unit that can absorb hits and deal limited-range damage. Each turn you move and act with each piece, deciding whether to reposition or strike first (but not both, since attacking locks out movement). Towers, traps, and barricades round out your toolkit on the placement side, though their role is genuinely supporting rather than central - enemies will actively target your turrets, so hoarding a few for the later waves is often smarter than front-loading your defenses. A full run clears five areas with five waves each, culminating in a boss fight that gates your inter-run XP and gold payouts. Between runs, you spend those resources upgrading heroes and towers at the meta-level, which is where the roguelite label is most honestly earned. Within a run, the roguelite contribution is randomized per-wave upgrade choices for each hero - common, rare, and epic tiers covering stat bumps, positional bonuses, and triggered effects. The randomness can hand you a run-defining combo or leave you limping; there is no reroll, so luck tolerance matters. On the difficulty question: the community is split, and both camps have a point. At default settings several reviewers cleared a first run within six to ten attempts, which is on the gentler side for the genre. The ten ascension levels add progressively harsher modifiers - reduced healing, faster wave timers, enemy augmentation - but the scaling relies more on resource scarcity than smarter AI behavior, and runaway synergies can still trivialize a run if the upgrade draws align. For strategy fans used to genuinely punishing roguelikes, the early game will feel forgiving. The difficulty spike between individual levels inside a run can also feel inconsistent rather than graduated. What the game does earn is a solid tension loop once the ascensions start stacking: coordinating tower placement to funnel enemies into choke points while managing hero health across five consecutive waves with no full heal in between is genuinely satisfying when the pieces sync. The tutorial is thorough to a fault. It communicates the mechanics clearly and leaves room for player agency in approach, which is the right call for a tactics game, but it does drag. New players will appreciate it; returning tactics veterans will want a skip option. Visually the isometric grid is clean and readable, with distinct enemy silhouettes for each faction - goblins, vampires, and others themed per area. The fixed camera angle creates occasional occlusion issues where heroes or stats hide behind larger sprites, a real annoyance given how dependent correct reads are on knowing enemy health at a glance. Audio is pleasant but loops quickly enough that muting after a few sessions is a documented community response. On PC with mouse and keyboard, control friction is minimal and the game was clearly designed for this input; controller support exists but feels like a secondary thought. This is a good entry point for players who are curious about tactical roguelites but intimidated by deeper systems. The run length is manageable, the rules are learnable fast, and the inter-run progression means no run is ever fully wasted. Depth-seekers who want procedurally generated levels or genuinely ruthless AI will find a ceiling sooner than they would like. One Up Plus built a tidy, honest little game with a scope that matches its ambitions more often than it misses them.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:sub-5Grid-Based TacticsWave DefenseAscension ModifiersHero SynergyPer-Run UpgradesIsometric BoardBoss EncountersMouse-and-Keyboard Optimized

Requisitos del sistema

Mínimos

OS
Windows 7/8/10
Storage
2500 MB available space
Graphics
GeForce 600M / ATI Radeon HD 5450 (1GB)
Processor
Intel Pentium Dual CPU E2180 2.00GHz
Sound Card
Yes

Recomendados

Requires a 64-bit processor and operating system

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Información del juego

Desarrolladora
One Up Plus
Distribuidora
Goblinz Publishing
Fecha de lanzamiento
26 oct 2021

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¿En qué plataformas está disponible Defend the Rook?

Defend the Rook está disponible en PC, Nintendo Switch, Xbox.

¿Cuándo se lanzó Defend the Rook?

Defend the Rook se lanzó el 26 de octubre de 2021.

¿Quién desarrolló Defend the Rook?

Defend the Rook fue desarrollado por One Up Plus y publicado por Goblinz Publishing.