
Cubemen 2
Tower defense where your towers walk around and shoot back - seven game modes, a built-in level editor, and cross-platform multiplayer that was exciting in 2013 but is now effectively a ghost town online.
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About Cubemen 2
I've been building spreadsheets around tower placement angles since the days of Flash-era defense games, so when a hybrid shows up that lets me physically reposition every unit mid-wave, my attention locks in fast. Cubemen 2 sits at the crossover between tower defense and light RTS: you purchase units from a build menu, drop them on a 3D stage, and then - crucially - move them whenever you want. That single mechanical decision separates it from genre staples where agonizing over initial placement is the whole game. Here, if a flamethrower is getting flanked, you just pull it back. That fluidity is the game's strongest argument for itself. The unit roster is small but meaningful. Grill is your dirt-cheap pistol grunt, good for meat-shield walls. Flamethrowers demand tight positioning to be effective because their range is short. Mortar units arc fire over obstacles and become the go-to answer when opponents stack heavy single-target damage. Wall-builders and mine-layers let you channel enemy movement, which is the lever a strategy player actually wants to pull. Each type has distinct attributes, a cost, and upgrade potential that restores health and bumps output. The economy forces real decisions: flood the field with cheap units or invest in a few upgraded specialists. Neither answer is always correct, which is exactly the kind of tension that keeps a cheap strategy game interesting for longer than its price suggests. The mode count is genuinely generous for the sub-five-dollar tier. Defense handles wave survival; Skirmish runs a full base-vs-base standoff where NPC units auto-march to the enemy while your purchased units do the tactical work; CTF and Territory add objective layers; Rescue asks you to protect wandering civilians; Defector flips defeated units to the opposing side, which creates chaotic late-round momentum swings; and King of the Hill rounds out seven distinct rulesets. Each mode shifts the strategic priority enough that a Territory match and a Defector match feel like different games. The built-in level editor is deep, cross-platform level sharing means a steady supply of community maps even now, and all downloaded levels store locally for offline play. For a newcomer, there is also a tutorial split into beginner and advanced segments that covers unit types, upgrading, and camera controls without being condescending. That tutorial is worth running before touching the campaign. The problems are real and worth naming plainly. The single-player campaign is short and reviewed consistently as the weakest part of the package - expect somewhere around 90 minutes to clear one campaign set. The AI difficulty spikes unevenly in later waves, and a quirk where unit costs increase the more you buy of that type catches new players off guard. Unit selection can be fiddly when the field is crowded, and the camera handling requires some getting used to before it stops fighting you. Most critically: the online multiplayer is essentially empty. Reviews from launch noted sparse lobbies, and that situation has not improved in the decade-plus since release. If live human opponents are your reason to buy, look elsewhere. The Steam rating sits at 70 percent positive across a small sample, which is an honest number - neither a hidden gem nor a disappointment, just a competent niche title aged into its singleplayer and skirmish-vs-AI strengths. For strategy players hunting something in the budget tier, the value is in the mode variety, the level editor, and the satisfaction of pulling off a well-timed positional counter against a wave. Go in expecting a short campaign bolstered by user-generated maps and AI skirmishes, and you will get your money's worth. Expect a live multiplayer scene and you will be disappointed before the first lobby search times out. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP, or later
- Memory
- 1GB
- DirectX®
- 9.0c or above
- Processor
- Intel or AMD
- Video Card
- Nvidia 8000, Radeon HD3000, Intel HD ( No GMA9xx )
- Hard Disk Space
- 200MB
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Game Info
- Developer
- 3 Sprockets
- Publisher
- 3 Sprockets
- Release Date
- Apr 8, 2013