Compare Epic Auto Towers prices across trusted key stores and find the best deal. Developed by Aleksandr Golovkin. Published by Aleksandr Golovkin. Released on 11/14/2024. Available on PC. Genres: Casual, Indie, Strategy, Early Access.

A pocket autobattler that lives or dies on its shop phase: sharp when you want a quick maths puzzle, thin once you have found the two or three combos that always work.

This is a game for players who enjoy the shop screen more than the fight that follows it, and a clean pass for anyone who saw the word Towers in the title and expected lanes, creeps and a defence grid. There is no tower defence here whatsoever. What you get instead is an autobattler with deckbuilder bones: a buy phase where you pick up units, stack upgrades and arrange a board, then a button press that hands the turn-based tactics over to the game while you sit back and watch it resolve. Aleksandr Golovkin has been building it alone since the November 2024 release, and it still wears the Early Access label, which matters for a couple of reasons I will come back to. The decision density is entirely front-loaded, and that is the design working as intended rather than a shortcut. Every run is a sequence of small economic questions. Do you spend now on a unit that wins you this round, or bank the currency to refresh the shop and fish for the piece that makes your combo actually scale? Do you commit to the synergy you have been dealt, or pivot while pivoting is still cheap? Because combat resolves itself, the game is really asking you to price out futures: what a board is worth three rounds from now against what it kills today. That is a genuinely good loop, and the feedback arrives fast enough that you learn the numbers by feel instead of by reading a wiki. Think of it as the shop phase of a big autochess title with the multiplayer stress, the ladder anxiety and the twenty-minute lobbies stripped out of it. Which brings me to the thing I want to defend, because it gets misread constantly. Strategy games with the word optimisation anywhere near them tend to frighten off newcomers who assume a second monitor of spreadsheets is required. Here it genuinely is not. Runs are short, the cost of failure is a few minutes rather than a ruined campaign, and the whole skill curve is repetition of one small decision type: what do I buy, and where does it go. If you have ever wanted to understand why autobattler players talk about economy and tempo but bounced off the competitive versions, this is about the friendliest classroom going. Full controller support (DualShock included) and Steam Cloud mean it survives being played from a sofa in ten-minute chunks, which is honestly the way it plays best. Now the honest part. Close to eight hundred Steam reviews sit around seven in ten positive, and the shape of that split tells you exactly what happens after week one. A puzzle box gets solved. Once you have found the two or three combo lines that reliably carry a run, the shop stops asking interesting questions and starts asking you to confirm a plan you already had before the first purchase. There is no multiplayer to keep a meta moving, no pool of human opponents inventing counters you did not anticipate, and no mod support to outsource variety to the community, which is precisely the lever a big grand-strategy release would pull at this point in its life. Solo development also means new content arrives at solo-development speed. For an Early Access product that is a fair trade, but judge it on what is in the build today rather than on what a roadmap might promise. So what you have is a sharp, focused, well-scoped little machine that does one thing properly and never pretends to be a hundred-hour obsession. Treat it like a crossword rather than a campaign. Keep it installed for the gaps between bigger games, play a run while something else patches, and it comfortably earns its slot on the drive. Go in expecting a genre-defining autobattler with bottomless replay depth and you will hit the wall inside a fortnight, then write one of those three-in-ten reviews yourself. Diego, Scout Team

Epic Auto Towers

Epic Auto Towers

Nov 14, 2024Aleksandr Golovkin
GamerScout Says

A pocket autobattler that lives or dies on its shop phase: sharp when you want a quick maths puzzle, thin once you have found the two or three combos that always work.

PC
Best Price Available
€12.86
at Gamivo
Lowest tracked: €12.86
Track this price

GamerScout Verdict

Worth it if the shop screen is your favourite part of an autobattler; skip if you need depth that outlasts the first solved combo.

Compare Prices(3 stores)

GamivoBest price
StandardGlobalSteam KeyKey
€12.86
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€12.99-12%
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€14.79
Priced in EUR by the store
Buy

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Price History

Lowest tracked
€12.863 Sept 2026
Current best
€12.86
Lowest since we started tracking
Keyshops
€11.89€12.58€13.27€13.9631 Aug1 Sept3 Sept4 Sept5 Sept
Tracking prices since 31 Aug 2026
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Screenshots & Media

About Epic Auto Towers

This is a game for players who enjoy the shop screen more than the fight that follows it, and a clean pass for anyone who saw the word Towers in the title and expected lanes, creeps and a defence grid. There is no tower defence here whatsoever. What you get instead is an autobattler with deckbuilder bones: a buy phase where you pick up units, stack upgrades and arrange a board, then a button press that hands the turn-based tactics over to the game while you sit back and watch it resolve. Aleksandr Golovkin has been building it alone since the November 2024 release, and it still wears the Early Access label, which matters for a couple of reasons I will come back to. The decision density is entirely front-loaded, and that is the design working as intended rather than a shortcut. Every run is a sequence of small economic questions. Do you spend now on a unit that wins you this round, or bank the currency to refresh the shop and fish for the piece that makes your combo actually scale? Do you commit to the synergy you have been dealt, or pivot while pivoting is still cheap? Because combat resolves itself, the game is really asking you to price out futures: what a board is worth three rounds from now against what it kills today. That is a genuinely good loop, and the feedback arrives fast enough that you learn the numbers by feel instead of by reading a wiki. Think of it as the shop phase of a big autochess title with the multiplayer stress, the ladder anxiety and the twenty-minute lobbies stripped out of it. Which brings me to the thing I want to defend, because it gets misread constantly. Strategy games with the word optimisation anywhere near them tend to frighten off newcomers who assume a second monitor of spreadsheets is required. Here it genuinely is not. Runs are short, the cost of failure is a few minutes rather than a ruined campaign, and the whole skill curve is repetition of one small decision type: what do I buy, and where does it go. If you have ever wanted to understand why autobattler players talk about economy and tempo but bounced off the competitive versions, this is about the friendliest classroom going. Full controller support (DualShock included) and Steam Cloud mean it survives being played from a sofa in ten-minute chunks, which is honestly the way it plays best. Now the honest part. Close to eight hundred Steam reviews sit around seven in ten positive, and the shape of that split tells you exactly what happens after week one. A puzzle box gets solved. Once you have found the two or three combo lines that reliably carry a run, the shop stops asking interesting questions and starts asking you to confirm a plan you already had before the first purchase. There is no multiplayer to keep a meta moving, no pool of human opponents inventing counters you did not anticipate, and no mod support to outsource variety to the community, which is precisely the lever a big grand-strategy release would pull at this point in its life. Solo development also means new content arrives at solo-development speed. For an Early Access product that is a fair trade, but judge it on what is in the build today rather than on what a roadmap might promise. So what you have is a sharp, focused, well-scoped little machine that does one thing properly and never pretends to be a hundred-hour obsession. Treat it like a crossword rather than a campaign. Keep it installed for the gaps between bigger games, play a run while something else patches, and it comfortably earns its slot on the drive. Go in expecting a genre-defining autobattler with bottomless replay depth and you will hit the wall inside a fortnight, then write one of those three-in-ten reviews yourself.

Diego
Diego · Scout Team

Strategy & simulation

Tags

auto-admittedAutobattlerDeckbuilderRoguelike RunsCombo BuildingTurn-Based TacticsShort SessionsSolo DeveloperShop Phase OptimizationBeginner Friendly StrategySingle-Player AutochessEconomy ManagementSynergy ScalingPositioning PuzzleNumber CrunchingController Friendly StrategyLow APM StrategyEarly Access Ongoing

System Requirements

Minimum

Processor
2 GHc +
Memory
512 MB RAM
Graphics
512 mb
DirectX
Version 9.0c
Storage
100 MB available space

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Reviews & Ratings

Steam
71%(787)

Game Info

Developer
Aleksandr Golovkin
Publisher
Aleksandr Golovkin
Release Date
Nov 14, 2024

Features

Single-playerFull controller supportDualShock Controller SupportSteam CloudFamily Sharing

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Best price€12.86
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Frequently asked questions about Epic Auto Towers

How much does Epic Auto Towers cost?

As of 5 September 2026, the cheapest in-stock offer for Epic Auto Towers is €12.86 at Gamivo, out of 3 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Epic Auto Towers cheapest?

The lowest in-stock price we track for Epic Auto Towers is €12.86 at Gamivo (5 September 2026). We compare 3 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Epic Auto Towers available on?

Epic Auto Towers is available on PC.

When was Epic Auto Towers released?

Epic Auto Towers was released on 14 November 2024.

Who developed Epic Auto Towers?

Epic Auto Towers was developed by Aleksandr Golovkin.