
Voodolls
A tower-defense co-op with a genuinely clever spherical-world twist that lands somewhere between promising concept and undercooked release - grab it only if you have three friends and low expectations for solo depth.
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About Voodolls
My honest reaction after digging into Voodolls is something like strategic regret - regret that the core idea is this good while the execution stumbles so noticeably. The spherical planetoid arenas are the real hook here: enemy paths curve around the surface of small round worlds, so your totem and trap placement has actual spatial logic to it that flat-lane tower defense games simply cannot replicate. Switching to the top-down strategy camera to survey the globe and plan your defenses before a wave hits genuinely feels different from anything in the genre. That alone made me want to like this more than the evidence allows. The structural bones are reasonable for a budget co-op action-defense. There are 12 planetoid stages split across four season-themed worlds, three difficulty settings, and an endless Challenge mode for players who want to stress-test a build. Each of the four playable dolls - Corruption, Despair, Illusion, and Lunacy - carries distinct abilities and a choice of four weapons, which on paper gives you team-composition decisions worth caring about. The three camera modes (first-person, third-person, and the isometric strategy view) let you toggle between feeling like a participant and feeling like a planner, which is a smart conceit. Towers unlock as you clear new worlds, and later options include elemental damage and armor penetration variants, so the upgrade path does widen over time. Here is where the spreadsheet falls apart. Combat feedback is nearly absent - weapons fire and enemies react without any satisfying weight to either side of the equation. Skill cooldowns reportedly broke mid-session in early builds, with abilities freezing at zero rather than resetting, and community reports of enemies that simply refuse to register killing blows suggest the bug backlog was not fully cleared at launch. Aiming feels disconnected, with the reticle and actual projectile trajectory disagreeing in a way that erodes any confidence in positioning. Side objectives, which should inject variety between waves, were observed failing to trigger or completing with no clear cause. The tutorial does not adequately explain status interactions or what counters what, which matters more here than in a more forgiving genre. The honest path to getting value from Voodolls runs through local co-op with three people in the room. The multiplayer brings energy that papers over some of the mechanical roughness, and coordinating trap placement across multiple dolls with different weapon loadouts is the version of this game the developers intended. Solo play strips out that social buffer entirely and leaves the barebones combat loop fully exposed. With a mixed Steam rating sitting around 54 percent from a small sample, and reviewers consistently flagging the game as feeling unfinished rather than just rough, the bar for recommending this at any price is narrow. If the spherical-world gimmick excites you the way it excited me on paper, the concept is real - but the gap between concept and execution here is wide enough to matter. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10 64-bit
- Memory
- 8 GB RAM
- DirectX
- Version 12
- Storage
- 23 GB available space
- Graphics
- GeForce GTX 970 or Radeon RX 580
- Processor
- i7-6700 3.4GHz or AMD Ryzen 5 3500
- Sound Card
- DirectX compatible sound card
Recommended
- OS
- Windows 10 64-bit
- Memory
- 16 GB RAM
- DirectX
- Version 12
- Storage
- 23 GB available space
- Graphics
- GeForce GTX 1060 or AMD Radeon RX 5500 XT
- Processor
- Intel i7-7700 3.6GHz
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Game Info
- Developer
- SideRift
- Publisher
- Tate Multimedia
- Release Date
- May 11, 2023