
Cursed Treasure 2
Solid genre execution with a villain-POV twist: defend your gems from waves of paladins, ninjas, and angels across 24 levels that will humble anyone who thinks tower placement is an afterthought.
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About Cursed Treasure 2
I've spent enough time with tower-defense titles to know when one is phoning it in versus when the designer actually thought about the decision layer, and Cursed Treasure 2 lands firmly in the second camp. The core flip here is that you play the dark lord, not the hero: your five gems sit in a skull fortress and waves of "good" enemies, paladins, ninjas, angels, druids, and full boss units, stream in trying to carry them off. Keeping even one gem safe is a pass; losing all five ends the level. That small change in objective shifts the entire mental model compared to standard exit-blocking TD games. The mechanical backbone is tighter than it first appears. Three tower factions, Orc Dens, Undead Crypts, and Demon Temples, each lock to their corresponding terrain color, so your build order is already constrained before you spend a single coin. Clearing forest tiles costs mana, which is the same resource you need for spells like Terror, Meteor, and Cut Out. That constant push-and-pull between land clearing, tower placement, and spell readiness is where the real strategy lives. Towers also gain XP independently as they kill enemies, unlocking upgrade paths that branch meaningfully: an Undead Crypt can eventually frighten enemies into retreating, while a Demon Temple can char the ground with lava. Enemy-held buildings on each map, taverns that buff attackers, towns that spawn extra waves, add another resource split. Seize them with mana and gold and they flip to your side; ignore them and they become a serious problem by mid-wave. This building-control layer is the thing that quietly separates Cursed Treasure 2 from genre peers. Difficulty ramps with intent up through roughly the first two-thirds of the campaign. The inter-level skill tree, where you spend XP earned from every run, win or lose, means a failed attempt still moves you forward. That design choice respects your time in a genre that can otherwise feel punishing with no progress on a loss. Night Mode, which restricts visibility and forces you to rethink tower coverage zones, is where veterans will find their replay hours. There are 24 levels in this Steam version, and chasing three-star Brilliant ratings on both standard and Night Mode will extend the runtime considerably. One caveat worth flagging: the final few levels carry balance scars from the mobile version of the game, where a skull-currency system was layered on top. The Steam build skips the paywalls, but the late-game difficulty spike from that era of design is still baked in. Players who hit that wall should treat it as a skill-tree funding problem, not a wall, grind earlier levels on Night Mode and the XP gap closes fast. For newcomers to the genre, the terrain-color restriction that initially feels arbitrary is actually the tutorial doing its job in disguise: it forces you to think about faction coverage per map before you have dozens of options to juggle. Experienced TD players will find the pacing a bit leisurely in the opening zones but should push to the mid-game before judging depth. Compared to Kingdom Rush, which is the obvious comparison point almost every reviewer reaches for, CT2 gives up some of the moment-to-moment fluidity but gains more map-level strategic texture through its building-seizure system. Neither is the superior design, they solve different parts of the genre problem. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP
- Memory
- 1 GB RAM
- Storage
- 150 MB available space
- Graphics
- OpenGL 3.0 compliant with 512MB of video RAM
- Processor
- Dual Core
Recommended
- OS
- Windows 7
- Memory
- 2 GB RAM
- Storage
- 150 MB available space
- Graphics
- OpenGL 3.0 compliant with 1GB of video RAM
- Processor
- Dual Core
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Game Info
- Developer
- IriySoft
- Publisher
- Armor Games Studios
- Release Date
- Jul 21, 2017