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Sky Defense is a roguelike tower defense game where strategy, cards, and tough decisions decide whether your town survives the onslaught.

Defend your Town Hall against escalating waves of enemies across multiple rounds, each pushing your build and adaptability to the limit. With a constantly evolving card deck, permanent unlocks, and powerful upgrades, no two runs play the same.


Defend Your Town

Choose Your Build And Survive At All Costs
Each round consists of 10 waves:

  • Wave 5 features a mini-boss
  • Wave 10 is a final boss fight

Survive the final boss to win the round. Lose your Town Hall at any point, and the run is over.


Card-Driven Gameplay

Cards are the core mechanic of Sky Defense.

Before each round, manage and customize your deck to shape your strategy:

  • Building Cards: Generate resources, place defenses, and attack enemies
  • Active Cards: Trigger powerful abilities at key moments
  • Passive Cards: Modify stats, mechanics, and global effects

Careful deck management is essential. Synergy matters more than raw power.


Create Your Ultimate Build

After each round, spend your hard-earned currency to prepare for what’s next:

  • Shop: Buy new cards and upgrades
  • Skill Tree: Unlock powerful abilities and playstyle modifiers (WIP)
  • Blacksmith: Forge cards into stronger versions (WIP)

Every choice impacts your survival in future rounds.

Roguelike Progression

Sky Defense is built around replayability:

  • Unlock new cards, enemies, and mechanics over time
  • Face different challenges every run
  • Experiment with builds, synergies, and strategies
  • See how long you can survive as difficulty ramps up

Master the systems, refine your deck, and push further with every attempt.

Work in Progress

Sky Defense is actively in development.
Planned and WIP features include:

  • Skill Tree & Points
  • Blacksmith forging system
  • More Builds
  • Additional cards, enemies, and content


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Click download now to get access to the following files:

Sky Defense v0.1 Public.rar 85 MB

Comments

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Found it by YouTube video!

This game looks interesting ,As a failure game Dev myself I will point out things that I don’t like:

  • How to play is too complicated. I want pictures or small animations. There aren’t much features to confuse players with. Good how to do screen should do it!

  • Starting your first game in the shop is a bad idea because I don’t know what I need to do! Starting in the game right away with a deck of Standard cards. And when you die, game over screen should say that you have new Interesting cars, and more. That are going to help you not die! Feel of progression is important in this kind of games.

  • I’d be honest with you, the map looks awful. Buildings and Towers don’t have an art style.Map itself looks pretty boring too.Spicing more low polygonal trees and foliage would make it a lot better to look at.

  • I would make the map more in the gameplay as a place of resources and water. Must have more strategy in it! It’s a quite complex issue to solve.

  • And you lose anyway after you don’t have any Cards left.That’s weird I feel like you should Purchase your cars with resources or Money. There is no gameplay after 15 starting cards!

After all that, I feel like you have a good game on your hands. At this stage this isn’t much gameplay, but I feel like with some more work this could be a legitimate jame to waste your time on!

Thank you for taking the time to write all of that!

I’m currently working through all of the issues you mentioned. A lot of them are already on my list, and I’ve got solutions planned and some already in progress (no spoilers). I’m not releasing the next version until these problems are properly addressed and the game feels both visually appealing and mechanically satisfying.

A few specific things you brought up:

How to Play being too complicated
That's totally fair. That screen is actually just a placeholder for the real tutorial. I plan to replace it with an actual mini round with actual gameplay scenarios.
The reason I haven’t built the full tutorial yet is because I’m still adding and changing core features. Updating a tutorial every time a mechanic changes would be a nightmare but once the systems are more stable, I’ll build a proper, player-friendly intro.

Starting in the shop
This is actually intentional. I want players to experience that early risk/reward moment, there’s a chance to find a really strong card that can shape the whole run. It also supports certain playstyles, like the merchant-style build, where you start with weak cards but extra money to invest in that first shop. I haven’t personally seen many games do this, and I think it can become a pretty unique and strategic part of the game once it’s more polished.

Progression loop & running out of cards
Both of these issues mostly come from the same thing right now: lack of content. I don’t want “more cards” to just mean copies of the same tower I want each build to have truly different towers and playstyles.
The demo is intentionally hard and kind of falls apart after a few rounds because I didn’t want players repeating the same enemies, buildings, and biome over and over with limited variety. That’s temporary. My focus right now is finishing the core mechanics first, then expanding content in a meaningful way. This demo is more of a proof of concept than a full gameplay loop.

Art & visuals
This is honestly the hardest part for me. I’ve tried my best, but I’m not an artist, and effort alone won’t magically fix that. The visuals will need a major overhaul: cards, buildings, and overall style.
I’ll be leaning a lot more on references, community feedback, and outside help to make the game look as good as it deserves.

I’m working through all of this, and I’m not planning to push the next version until the game feels much better both visually and mechanically. Feedback like yours is exactly why I released an early demo I know I don’t have the experience to spot every issue on my own, so this helps a ton. Thanks again!

(1 edit)

Yeah you got this!

As for the art style, I feel like you can get help close to free, Your game already has some attention to do so.

But if you wanted to do it yourself, I can recommend building a reference catalog(Just a bunch of similar Style pictures).

Even for the style you going for, is flat color materials, and you can achieve okay results even if you don’t know what you doing. The main thing is to find a balance between color and shapes. And balance shapes with negative spaces(But for 3d models).Trying my hardest to not sound technical. You got it right in the title screen, so you know what you’re doing.

Ok,My best wishes, bayy

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