
Base Raid
A budget-tier 2D base-builder where your turret placement and airstrike timing matter more than you'd expect, but a near-absent player community and zero post-launch momentum make this a hard sell in 2024.
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About Base Raid
My spreadsheet instincts kicked in the moment I saw Base Raid's resource cap: you get a fixed pool of in-game currency to construct your defensive setup before the shooting starts, which means every missile launcher, turret, and wall segment is a deliberate trade-off against something else you could have bought. That constrained-budget format is genuinely the game's strongest design idea. Deciding whether to front-load your offense with tanks and airstrikes or sink coins into tower upgrades gives each session a light pre-battle planning phase that scratches a real strategy itch, even if the execution around it is thin. The core loop works like this: you build your base using the available materials and resources, then send in tanks and airstrikes to crack the enemy layout while keeping your own towers alive. There are two win conditions - destroy the enemy base outright, or capture the towers - which at least gives you a reason to vary your build from round to round. A level editor with Steam Workshop support lets you share and download community-made layouts, which is the most interesting long-term hook the game has. On paper, that community layer could extend replayability considerably. In practice, the Workshop library is sparse, the community forums have gone quiet, and Sageose has not posted meaningful update activity in years. The potential for a lively user-generated scene simply never materialised. As a strategy reviewer, the thing that frustrates me most here is the AI. The enemy behaves predictably enough that once you find a turret configuration that works, it works every time. There is no escalating difficulty curve, no AI variation between runs that forces you to rethink your build order. The game was originally released partway through an Early Access period and carries the scars of that: interface polish is minimal, key-binding flexibility is limited (community threads noted you cannot easily remap primary controls), and the system requirements were never formally tested by the developer. That kind of roughness is forgivable in a work-in-progress but less so in a shipped product with no visible update roadmap. Who is this actually for? Casual players who want a low-stakes, 20-minute sandbox session of blowing up pixel fortresses will find something functional here. Kids and family-friendly audiences get a cartoony 2D aesthetic with no objectionable content. Dedicated strategy players or anyone coming in hoping for meaningful build variety, mod ecosystem depth, or AI that reads your tactics - those expectations will hit a ceiling fast. The budget price reflects the scope honestly, but even at that level there are better-maintained base-building and tower-defense alternatives on the same storefront. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP SP2+
- Memory
- 2 GB RAM
- DirectX
- Version 9.0c
- Storage
- 1 GB available space
- Graphics
- GeForce 240 GT or Radeon HD 6570 – 512 MB
- Processor
- Intel Core 2 Duo E4500 @ 2.2GHz or AMD Athlon 64 X2 5600+ @ 2.8 GHz
- Additional Notes
- The system requirements have not been tested. If you find any issues with your hardware, please contact us.
Recommended
- OS
- Windows 7
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 3 GB available space
- Graphics
- GeForce GTX 550 Ti or Radeon HD 6770
- Processor
- Intel Core i5 2300 or AMD FX6120
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Game Info
- Developer
- Sageose
- Publisher
- Sageose
- Release Date
- Nov 17, 2016