Deathtrap
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Be clever, be quick – and show no mercy. Beyond the veil of this world, there is a chain of strongholds that were once built to keep the horrors of the void at bay. And now the monsters are returning from the depths to conquer and kill: only you can stop the monsters before they break through to the everyday world. Choose your hero and defend the silent forts: use, rebuild and improve those ancient traps and magical machines. Deathtrap is a Tower Defense game with strong action-RPG elements, a game of vicious tricks, killing machines, rotating blades and splattering blood.
Steam User 3
Got this game for free, and what a nice surprise!
It is a mix of Diablo and Tower Defense, with multiplayer support.
It is worth buying on sale if you are a fan of tower defense games.
I have not played all the way to the end, but with 3 hours of experience, it has left a good impression.
Steam User 7
This game blends RTS, with your character running around the levels to set up your traps in this unique tower defense. The main map to navigate levels has access to the Shop for selling and buying items, your Skills level up page, and your Trap level up page. You get a stash with you at all times too, and a gigantic inventory. You complete levels one at a time, roaming around, setting up your towers/traps/defenses. Many, if not most levels have special towers built-in. It will take you approximately 3 levels to get comfortable, using 1, 2, 3, 4, as your abilities. Your mana is called Focus that you generate to cast your chosen abilities.
There are 3 classes to start the game on: Mercenary, Sorceress, Marksman.
How it plays; you choose your level, and difficulty in the main map. Once super-fast load into levels. You get inkpads that you middle mouse click to activate, and left click on the HUD-map that appears to get around the level in an Instant-transmission speed. Literally. You say go there, you're there. No animations teleporting slowly. You set up your traps, with the Essence that you start with, as well as gain during levels from killing the monsters. It feels like Van Helsing. You're running around the map watching the mini-map where the next waves are coming in, preparing for the next waves, upgrading your existing towers. There are usually 5 waves in the levels when you play the game the first time, then you play it a few more times, i believe, to unlock endless. If you don't play beyond normal difficulty, you cannot 3-star any levels. The game involves a fair bit of reading to understand the basics, but once you've got that, OR if you understand tower defense, and RPG's character-inventory management , it will work easily in your favour to play at double speed
If you finish the campaign once, in normal mode A hat, amulet, armour/suit, one ring, and a belt, which usually is your HP Booster. oh and your weapon !
The game is barely taxing on the system, which is kudos for running in the background/pausing to idle/ go do something, - play for tonnes of long hours and never even see a spike in your system, as this is just 5w/h more than idle of win11; :) super, for all that it offers.
It's deep, it's fast, and intuitive if you are a regular tower defense player, and most importantly, it's fun building up your character, and eventually changing to hard to get better loot is of course what makes it fun. The survival is actually perfect, no matter what build you want to play, as long as you update your equipment, spells, skills, and traps, after each level, you'll never fail a level, if you watch the mini-map and support all your lanes. Because you're always running around to maintain your lanes, / teleporting / you cannot fall asleep. You're active more than you generally are for a tower defense, but your efficiency can be rewarded too, as in, long term, your upgrades make survival far easier than the beginning. The game also doesn't slaughter you in the introduction to it all.
Learning all the levels and caveats with what special towers vs. your standard builds is something that adapting a new style in the re-play helps. It gives new challenges as side-quests to complete when you play the levels the next time, such as don't use summons, don't use a mystic tower.
The towers, are plenty and they all synergize well, Each one has 3 different types of upgrades, and each upgrade has 3 levels of that said upgrade. So, for example, one is 30% damage increase, one is 15% slow when shooting the enemies, and one applies 50% area of effect damage, if shooting more than 2m away, - you can upgrade each of these 3x to get great towers, which just need you to be there, when the waves are coming in, and help save the day.
The tower/trap types are split across traps in the floor, traps that summon creatures/archers/beasts, mystic traps that use the elements, like a fireball launcher, a death ray laser, an ice-beam frost attack classed under 'mystic' weapons. You then get Mechanical weapons like a gun sentry, a razer blade launcher, or the flame thrower. The floor traps include acid geysers, javelin/spear pits, lava grills,
All of the traps in the levels are activated on specific interfaces for the said traps. You can't place all traps where you would like.
The enemy types, are beastly, and ranging in the types of damage, such as frost, poison, and fire. When you're shooting, angles can look a bit crooked, as in you're aiming into the distance, or shooting through your towers. You cannot, and the enemy cannot destroy your towers in this game.
You get many different abilities, and I'm only looking at the marksman screen/partially. There are global abilities, of many kinds to upgrade with skill points each level. You can unlock global skills for your classes like: Increase loot quantity/quality , make every attack on enemies have poison vulnerability /starting at 1%, reduce trap cooldowns, increase trap stuns/effects on enemies, it's vast, and unlocked gradually, in the first 5-10 hours, you can be level 20;
If you love tower defense, and have been itching to try something new in regard to this genre, pick this beauty up!! It's a brilliant find, and very unique.
If you get killed during a level, your death impacts enemies passing past you to exit the gate, and affect it's volatility; hence your score /stars out of 3 when you complete a level. Your deaths counts as damage to the gate/portal you're protecting
The main gripes I think we all may have with this game, is the camera is not rotatable. It may sometimes upset you, or require you to move to specific locations just to see something you want to. This isometric approach is one of the most annoying drawbacks of this amazing game.
Another was, when first launching this game, because i have a controller plugged in, the game defaulted to controller, and i had to use the controller to turn it off in the game's settings. Then the game also needed a restart for this change. So, controllers are definitely supported 100% if you want to sit back and play a TDF in ultra-comfort mode; :)
Steam User 2
Deathtrap, developed and published by NeocoreGames, is a unique hybrid that merges the strategic elements of tower defense with the visceral thrill of an action role-playing game. It takes place in the grim and fantastical world of the Van Helsing series, though it functions as a standalone experience. The premise is simple yet engaging: players must defend ancient strongholds from invading monsters emerging from the otherworldly dimension known as the Ink. These fortresses, once used to keep unspeakable horrors at bay, have fallen into disrepair, and it becomes your duty to restore their defenses and repel wave after wave of increasingly terrifying creatures. Beneath its gothic veneer lies an intricate system that rewards planning, adaptability, and the satisfying chaos of combat.
The gameplay loop in Deathtrap revolves around a mixture of preparation and action. Before each invasion, you study the map, identify the entry points, and strategically place traps such as spike fields, flame turrets, freezing devices, and summoning gates along the paths of the enemies. When the battle begins, the game transitions from calm calculation to frantic execution, as you take direct control of your chosen hero—be it a heavily armed Mercenary, a ranged Marksman, or a spellcasting Sorceress—and fight alongside your constructed defenses. This combination of tactical foresight and hands-on combat creates a rhythm that’s both cerebral and thrilling. Success depends not just on clever trap placement but also on how well you manage to fight off foes who slip through your defenses.
The trap system is the core of Deathtrap’s identity, and it’s here that NeocoreGames shows the most creativity. Each trap is not only a tool of destruction but also part of a larger network of synergistic mechanics. Some traps slow enemies, others poison or ignite them, and many have upgrade paths that allow you to enhance their efficiency or imbue them with new effects. Planning an effective defense often requires experimenting with combinations—using a frost trap to freeze a group of enemies in place before unleashing a volley of spikes or summoning magical entities to distract tougher foes. Between missions, players can spend experience points and resources to enhance both their traps and their hero’s abilities, creating an evolving sense of progression that mirrors traditional RPG advancement.
Visually, the game captures a rich gothic atmosphere that suits its setting perfectly. Each map is crafted with dark fantasy aesthetics—crumbling stone structures, ominous skies, flickering torches, and rivers of shadow that feel alive with menace. The enemy designs are grotesque and varied, ranging from hordes of undead soldiers to demonic beasts and monstrous abominations that feel at home in a world teetering on the edge of damnation. The visual presentation is complemented by a moody orchestral soundtrack that adds weight to every battle, while the sound design amplifies the tension with metallic clanks, explosive detonations, and the haunting wails of slain creatures. Though not a technical marvel, the art direction ensures the experience feels distinct and immersive.
Deathtrap’s progression system adds significant replay value. As you complete levels, you unlock new traps, gear, and skill points, allowing for different playstyles and strategies. Each hero has a unique set of skills, so replaying missions with a different class changes the way you approach defense and combat. The campaign itself offers a solid length with numerous stages, and finishing it unlocks harder difficulty settings, challenge scenarios, and an endless survival mode designed for veteran players. These post-game modes are well-integrated, offering escalating difficulty and new rewards that keep the experience fresh long after the credits roll. There’s also a cooperative mode that allows friends to defend fortresses together, as well as a competitive versus mode where one player controls the hero and another directs enemy forces, although these features depend on finding active players online.
However, Deathtrap is not without its flaws. The trap placement mechanic, while deep, is limited to predetermined foundation points, which restricts freedom and occasionally makes certain maps feel overly scripted. Enemy variety, though impressive at first, starts to feel repetitive after extended play, especially when the later waves rely on sheer numbers rather than tactical challenge. The balance between hero combat and trap reliance can also be uneven—some builds allow you to overpower enemies through direct combat alone, which undermines the strategic core. Despite these issues, the moment-to-moment gameplay remains compelling, and the thrill of barely surviving a wave with your fortress still standing is immensely satisfying.
As a hybrid, Deathtrap manages to strike a strong balance between its genres. Fans of tower defense will appreciate its intricate planning phases, while action-RPG enthusiasts will enjoy the loot, skill trees, and momentary heroics. Its progression systems, customization options, and steady flow of unlocks give it a rewarding sense of depth, even if the pacing can drag in later stages. What truly stands out, though, is the atmosphere—a gothic, blood-soaked world where every victory feels earned and every defeat feels costly. It’s a rare blend of strategy and action that succeeds through its ambition and execution.
In the end, Deathtrap offers an engaging experience that caters to both strategists and adrenaline seekers. It might not have the complexity of pure tower defense classics or the narrative richness of full-fledged RPGs, but it combines both with a sense of identity and craftsmanship that few hybrids achieve. With its haunting tone, clever systems, and satisfying combat, Deathtrap delivers a challenging and rewarding adventure that feels both brutal and beautiful. For players who enjoy building elaborate defenses one moment and diving into fierce combat the next, it remains a standout gem in NeocoreGames’ gothic universe.
Rating: 8/10
Steam User 1
A little dated on the matchmaking and the art style, but this game is golden if you like Tower Defence games!
10/10 Towers
Side note its a little grindy till you get to a higher level
I dont suggest you play full price tho & Enjoy
Steam User 1
Actually had this for a few years, obviously didn't like it to much on my first play through, or seen something else shiny, as only played it for 10 hours, thought I would give it another go with my son co-op. Pretty fun experience to be honest, he is good at working out what things mean and how they work, its not that obvious to me, including 4k bug with teleporters. Solid fun grinding away and smashing monsters, I dare say the game is quite cheap now...
Steam User 1
Pros: borderless windowed mode, soundtrack fits the theme, advanced graphical settings available, decent voice acting, map editor available, tutorial prompts available, on the top right corner you can 2x or ½ the game speed, co-op & versus mode, decent tower defense mechanics
Cons: you have to exit and re-launch the game for custom settings to take effect, “no limit” on the fps is optional but im only getting 30fps tops (poorly optimized), the user interface is clunky, you can’t move around the overworld map, progression feels unorganized & linear at the same time, there is only one ring slot, you can’t zoom in or out (except the mini map), you can only swap runes in the store screen (not during a level), when a rock golem dies it glitches the entire screen for a second, you can only place certain traps in pre-determined spots, it cost gold to respect stat points
Overall, a decent tower defense + hero rpg game. I played approximately 5 hours at the writing of this review, & I have no interest in completing the game.
Deathtrap is a hit or miss.
Steam User 3
Game is a bit dated now, but it's fun. (NeocoreGames always felt a bit dated)
Never got super into Van helsing games so never got to the TD part, this takes that mechanic and bases a full game of it.
No issues with CD-KEYs and i bought it straight from steam.