Compare ValeGuard prices across 50+ stores and find the best deal. Developed by Lost Tower Games. Published by Lost Tower Games. Released on 8/23/2018. Available on PC. Genres: Casual, Indie, RPG, Simulation, Strategy.

Scratch that itch for a day-night strategy loop without committing to a 200-hour campaign. ValeGuard is a lean, one-dev tower-defense hybrid that rewards smart resource allocation over reflex speed.

My spreadsheet instincts fired up the moment I saw ValeGuard's resource screen: manpower, gold, wood, iron, and food all competing for the same limited worker pool each turn. That daytime allocation puzzle, deciding whether to log timber, forge weapons, build a freeze tower, or house more troops, is where most of the real decision-making lives. The night phase then puts those choices to the test in pauseable real-time combat, as enemy waves push in from "the mist" toward your Inn, the single structure whose loss ends the mission. The loop is tight, the feedback is immediate, and for what amounts to a solo-developer project, it holds together surprisingly well. The hero system adds the one layer that keeps things from collapsing into pure tower-defense routine. You start with a single hero class and unlock additional heroes through quests and events scattered across the campaign map. Hero deaths send you back to the beginning, but unlocked heroes carry over to future runs, which gives the game a light roguelike structure worth acknowledging. Stat upgrades across health, armor, and attack, combined with hero abilities that can bail you out of bad nights, mean you are always weighing tower investment against troop investment against hero upkeep. For a game this small in scope, that triangulation is genuinely engaging. Balance is the honest weak point. On standard difficulty, turrets tend to outperform infantry so heavily that most reviewers report fielding no more than three or four soldiers per mission while stacking five or more towers. Later missions pile up reward stockpiles to the point where resource scarcity, the game's main tension driver, quietly evaporates. Random events, merchant visits, black-market traders, quest choices, add some chaos, but they can also feel punishing in the early game before you have learned which outcomes to trust. The highest difficulty setting, called ValeGuard, is a different beast entirely and has tripped up a number of players at just the second village, suggesting the difficulty curve is uneven rather than gradual. Visually the game is functional, not impressive. Cube-based voxel terrain and small unit sprites do the job without demanding much from your GPU or your eyes. There is no story to speak of, and the random events repeat often enough that veteran players will memorise the optimal responses quickly. This is not a game you fire up for narrative. It is a game you fire up because you want a focused, bite-sized strategy session that respects your time and does not ask for a 60-hour commitment before the interesting decisions start. If you like the idea of a solo developer attempting to fuse turn-based city building with real-time combat and mostly pulling it off, ValeGuard earns a cautious look at its budget price point. Just do not expect the depth to scale past the first few hours. Diego, Scout Team

ValeGuard
CasualIndieRPGSimulationStrategy

ValeGuard

Aug 23, 2018Lost Tower Games
GamerScout Says

Scratch that itch for a day-night strategy loop without committing to a 200-hour campaign. ValeGuard is a lean, one-dev tower-defense hybrid that rewards smart resource allocation over reflex speed.

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About ValeGuard

My spreadsheet instincts fired up the moment I saw ValeGuard's resource screen: manpower, gold, wood, iron, and food all competing for the same limited worker pool each turn. That daytime allocation puzzle, deciding whether to log timber, forge weapons, build a freeze tower, or house more troops, is where most of the real decision-making lives. The night phase then puts those choices to the test in pauseable real-time combat, as enemy waves push in from "the mist" toward your Inn, the single structure whose loss ends the mission. The loop is tight, the feedback is immediate, and for what amounts to a solo-developer project, it holds together surprisingly well. The hero system adds the one layer that keeps things from collapsing into pure tower-defense routine. You start with a single hero class and unlock additional heroes through quests and events scattered across the campaign map. Hero deaths send you back to the beginning, but unlocked heroes carry over to future runs, which gives the game a light roguelike structure worth acknowledging. Stat upgrades across health, armor, and attack, combined with hero abilities that can bail you out of bad nights, mean you are always weighing tower investment against troop investment against hero upkeep. For a game this small in scope, that triangulation is genuinely engaging. Balance is the honest weak point. On standard difficulty, turrets tend to outperform infantry so heavily that most reviewers report fielding no more than three or four soldiers per mission while stacking five or more towers. Later missions pile up reward stockpiles to the point where resource scarcity, the game's main tension driver, quietly evaporates. Random events, merchant visits, black-market traders, quest choices, add some chaos, but they can also feel punishing in the early game before you have learned which outcomes to trust. The highest difficulty setting, called ValeGuard, is a different beast entirely and has tripped up a number of players at just the second village, suggesting the difficulty curve is uneven rather than gradual. Visually the game is functional, not impressive. Cube-based voxel terrain and small unit sprites do the job without demanding much from your GPU or your eyes. There is no story to speak of, and the random events repeat often enough that veteran players will memorise the optimal responses quickly. This is not a game you fire up for narrative. It is a game you fire up because you want a focused, bite-sized strategy session that respects your time and does not ask for a 60-hour commitment before the interesting decisions start. If you like the idea of a solo developer attempting to fuse turn-based city building with real-time combat and mostly pulling it off, ValeGuard earns a cautious look at its budget price point. Just do not expect the depth to scale past the first few hours. Diego, Scout Team

Tags

singleplayerachievementstier:sub-5Day-Night CycleHero UnlocksPauseable CombatRoguelike ProgressionWorker AllocationVoxel ArtSolo DeveloperRandom Events

System Requirements

Minimum

OS
Windows 7, 8, 10 (32 and 64 bits)
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
1 GB available space
Graphics
Intel HD3000, Radeon, Nvidia card with shader model 3, 1GB video ram
Processor
INTEL, AMD 2 cores CPU at 2Ghz

Recommended

OS
Windows 7, 8, 10 (64 bits)
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
1 GB available space
Graphics
Radeon 7950 or above, Nvidia GTX 670 or above. 4GB video ram
Processor
INTEL. AMD 4 cores CPU at 3Ghz

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Game Info

Developer
Lost Tower Games
Publisher
Lost Tower Games
Release Date
Aug 23, 2018

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2026-06-103.95(lowest)

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How much does ValeGuard cost?

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What platforms is ValeGuard available on?

ValeGuard is available on PC.

When was ValeGuard released?

ValeGuard was released on 23 August 2018.

Who developed ValeGuard?

ValeGuard was developed by Lost Tower Games.