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SteamWorld Tower Defense: Hardest Game by Image & Form

Updated 31 Oct 2026 Source The five-unit roster of Gunslingers as cheap basic towers, Repeaters firing many weak shots with high health at higher cost, Bombers dealing area damage that also hurts your own units while self-healing, Sharpshooters with extremely high damage that only fire where the player taps and then need a cooldown, and Bartenders with very high health, no damage and a slow effect, plus the six enemy types of Hobos, Explosive Hobos exploding on death, Mavericks that shoot back, Crazy Mavericks that stop walking to fire until the unit dies, fast Cow Riders and the slow Walking Nuke with a much wider blast, the fourteen levels, the five-humans-escape loss condition, the upgrade number under each unit, the Easy and Normal difficulties, and the zero-escape perfect clear, from the MobyGames entry; the 500 Point DSiWare price, stylus and D-pad camera control, and the observation that the game becomes brutally difficult within minutes, from the Nintendo Life review; the steep difficulty curve and multiple enemy paths with limited money, from Nintendo World Report; the claim from Image & Form's own YouTube channel that Tower Defense is the hardest game the studio has created and that its lead developer is the only employee to have finished it, plus its placement before Dig and Heist in the timeline and the Metacritic 71 with IGN 8/10, Nintendo Life 60%, Nintendo World Report 70% and eShopper 58%, from the HandWiki article citing the studio's Engine Room videos; the 5 July 2010 release and the characterisation of the levels as bite-sized puzzles that reward repeated attempts, from the MobyGames player review. Verified 31 October 2026. By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

Every SteamWorld game released after 2013 has a reputation for being welcoming. Dig is gentle. Dig 2 is generous. Build is described in its own reviews as too easy.

The first game in the series is the opposite, and the studio said so itself.

See where Tower Defense ranks among the studio’s games, and the series order guide for what came before and after it.

Image & Form stated on their own channel that SteamWorld Tower Defense is the hardest game they have ever made — and that its lead developer is the only employee who finished it.

That is not a marketing claim about difficulty. It is a studio admitting its own staff could not complete their product.

What it actually is

Released 5 July 2010 on Nintendo DSiWare for 500 Points, Tower Defense is a straight, traditional tower defence game. You play the robot sheriff of Cowbot City, defending gold mines from human raiders across fourteen levels.

The loss condition is specific and unforgiving: five humans reaching the end of the path ends the level. Not a health bar, not a base with hit points — five leaks. The level select screen tracks exactly how many you let through, and zero is achievable on every map if you solve it.

The five towers, and why there is no best one

TowerWhat it doesWhy it exists
GunslingerCheap, weak basic towerYour default and your filler. Never your answer
RepeaterMany weak shots, high health, more expensiveVolume — against fast, low-health enemies
BomberArea damage — but it hurts your own units too, and self-healsCrowds. Also the tower most likely to kill your own line
SharpshooterExtremely high damage, fires only where you tap, then cooldownsThe big single target. Requires your attention, not your money
BartenderVery high health, zero damage, slows enemiesTime. It converts a fast wave into a slow one so everything else can work

Read that as a puzzle set rather than a power ladder. Each tower answers one enemy and is bad against another, which is why “what is the best tower” is the wrong question and why the game is hard.

The six enemies, and which tower each one punishes

EnemyBehaviourPunishes
HobosBasic, weakNothing. They are the tutorial
Explosive HobosExplode on death, damaging units around themMelee-range clustering — your Gunslinger wall
MavericksShoot back as they walkUndefended stretches of path
Crazy MavericksHigh health and damage; stop walking to fire until the unit diesStatic defence. They out-range and out-damage a single tower
Cow RidersVery fastSlow-firing towers. This is what Sharpshooters and Bartenders are for
Walking NukeVery slow, explodes like an Explosive Hobo with massively more damage over a much wider radiusEverything you have built close together

The pattern: Explosive Hobos and Walking Nukes punish density, Cow Riders punish slow firing, Crazy Mavericks punish towers that cannot be sacrificed. Every level is a re-mix of those four pressures, which is why the game reads as a series of puzzles and why players describe replaying one map until the solution clicks rather than grinding for a better build.

Upgrades are a number, not a look

Every unit can be upgraded for damage and health, and enemies come upgraded in the same way. The only visual indicator is a small number under each unit.

That is a real usability problem in a game this hard: you cannot tell at a glance whether the tower holding the line is tier one or tier four. If a lane that used to hold suddenly collapses, check the numbers before you assume you misplayed.

Why it matters to the rest of the series

Tower Defense is set before Dig and Heist — the earliest point in the SteamWorld timeline — and it is where the whole aesthetic starts: rusty browns and yellows, brass, wild west robots, humans as the enemy.

It is also the experiment that taught the studio what not to do. Every later entry is easier, more generous and more forgiving, and reviews of those games say so repeatedly. The most plausible reading of the franchise’s design history is that Image & Form over-corrected after their own staff could not finish their first game.

Reception was mixed but respectable: Metacritic 71, with IGN at 8/10, Nintendo World Report at 7/10, Nintendo Life at 6/10 and eShopper at 58%. The recurring criticism was not quality — it was the difficulty spike arriving within minutes.

How to play it today

This is the practical problem. Tower Defense was DSiWare only, the DSi Shop closed in 2017, and the game is not in the SteamWorld Essentials Collection — that compilation deliberately excludes it. There has never been a port to Switch, PC or anything else.

So the options are:

  • An original DSi with the game already installed.
  • A 3DS that still carries the DSiWare download.
  • Nothing else. There is no legitimate modern release.

If you are working through the series and this is the one gap, that is the reason.

How to actually beat a level

Because the game gives you almost no slack:

  1. Walk the path before you spend. Count the lane count and the chokepoints. Multiple paths with a limited budget is the stated core difficulty.
  2. Buy one Bartender early on the longest lane. Slowing converts the whole wave’s timing and makes every other tower more efficient.
  3. Keep Bombers away from your own line. They damage your units, and in a five-leak game you cannot afford self-inflicted losses.
  4. Hold the Sharpshooter in reserve for Cow Riders and Crazy Mavericks. It needs your taps, so it cannot be your background defence.
  5. Spread, do not stack, anywhere a Walking Nuke can reach. One wide blast on a tight cluster ends the map.
  6. Accept the replay. The levels are short by design so that repeated attempts feel like progress rather than a grind.

Frequently asked questions

What is SteamWorld Tower Defense?

The first SteamWorld game, released 5 July 2010 on Nintendo DSiWare for 500 Points. You play the sheriff of a robot town defending gold mines from invading humans across fourteen levels.

Can you still play SteamWorld Tower Defense?

Only on original DSi hardware or a 3DS with the DSiWare store still installed, because the DSi Shop closed in 2017. It is not in the SteamWorld Essentials Collection and has never been ported.

Is SteamWorld Tower Defense hard?

Yes — reportedly the hardest game Image & Form has ever made, and the studio said its own lead developer is the only employee who ever finished it. Normal difficulty is closer to most games' hard.

How many towers are in SteamWorld Tower Defense?

Five: Gunslinger, Repeater, Bomber, Sharpshooter and Bartender. Each exists to counter a specific enemy type rather than being a straight upgrade on the last.

What happens if enemies reach the end in SteamWorld Tower Defense?

Five humans escaping loses the level. The level select screen tracks how many you let through, and a perfect clear means zero.

Does SteamWorld Tower Defense have a story?

It is set before SteamWorld Dig and SteamWorld Heist in the timeline — the earliest point in the franchise — and stars a robot sheriff defending Cowbot City's gold from human raiders.

More SteamWorld guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.