Store data
- UK price
- £5.29
- US price
- $4.01
- Positive reviews
- 43%
- Total reviews
- 7
- Release date
- 22 September 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
7 player-data days recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
|---|---|---|---|---|---|
| Last 30 days | 7 | 0 | 0.0% | 0 | -89.8% |
| October 2026 | 7 | 0 | 0.0% | 0 | -89.9% |
| September 2026 | 7 | — | — | 1 | — |
| Region | Currency | Regular | Current | Discount | Historical low | Last change |
|---|---|---|---|---|---|---|
| United KingdomGBP · GB | GBP | £5.29 | £3.54 | 33% | £3.54 | No change recorded |
| United StatesUSD · US | USD | US$5.99 | $4.01 | 33% | $4.01 | No change recorded |
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| PeruPEN · PE | PEN | PEN 16.49 | S/.11.04 | 33% | S/.11.04 | No change recorded |
| PhilippinesPHP · PH | PHP | ₱205.00 | P137.35 | 33% | P137.35 | No change recorded |
| PolandPLN · PL | PLN | PLN 25.49 | 17,07 zł | 33% | 17,07 zł | No change recorded |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
The roads to your base are open. Every night, the monsters come.
WilderDash is a tower defense roguelite for one to six players. By day you range across a procedurally generated map, gathering resources and building towers. By night you defend what you built — and if your towers hold, you level up, draw two upgrade cards, and pick one. Then the sun comes up and you do it again: a little stronger, against something a little harder.
Explore, gather, and line the roads between the monster spawns and your home base with towers. When night falls, those roads fill up. Anything that reaches your base takes a bite out of it. Some monsters won't even go for the base — they'll aim for your towers instead.
Archer Tower — rapid single-target fire
Cannon Tower — slow, heavy, splashes everything where it lands
Stunning Tower — pulses and slows everything caught in range
Healing Tower — heals nearby towers and allies
A good defense isn't about the strongest tower. It's about what you put next to it.
You're not a camera hovering above the map. You're down on the field, auto-attacking, kiting, and plugging the holes in your own defenses.
Archer — fastest on foot, one clean shot at a time
Wizard — three projectiles per volley, and almost no health to spare
Knight — slow, hard to kill, cleaves everything in sword's reach
Cleric — no attack of their own, but their projectiles heal nearby towers
Maps are procedurally generated — choose your size and how many monster spawners you're brave enough to face. Every level-up offers two random upgrades: more damage, more health, more speed, sharper towers, or an entirely new auto-attack. Forking lightning. Ricocheting shots. A spiral that shreds everything around you. A line of fire in front of you.
Boss monsters arrive on nights 5 and 10, with the final boss at level 12. Find a seed you love? Run it again.
Solo, the whole map is your problem. In online co-op you can have one lane per player, or share lanes for an easier run. For more of a challenge, try smaller maps with shorter lanes, higher difficulty settings, and/or more lanes. Oh, and start in the Grasslands. The Desert and Arctic biomes have tower-attacking goblins on night 2.
Standard — the full run of 12 days and nights, all the way to the final boss.
Zen — no waves, no pressure. Just you, a map, and the quiet satisfaction of watching the resource counter climb.
Endless — pick a class, pick five upgrades already maxed out, and start with plenty of every resource. After the first day, night never ends. The wave counter at the top of the screen is the only score that matters.
The night's coming. Build something worth defending.
| # | ||
|---|---|---|
| 01 | Ach Perfect Night | 90.5% |
| 02 | Ach Golem | 71.0% |
| 03 | Ach Towers | 54.2% |
| 04 | Ach Untouched | 38.3% |
| 05 | Ach Grasslands | 37.6% |
| 06 | Ach Plunder | 29.1% |
| 07 | Ach Penny Pincher | 19.1% |
| 08 | Ach Desert | 6.8% |
| 09 | Ach Lich | 6.8% |
| 10 | Ach Arctic | 5.4% |
| 11 | Ach Cold Snap | 5.4% |
| 12 | Ach Werewolf | 5.4% |
| 13 | Ach Pacifist | 2.3% |
| 14 | Ach Village | 2.1% |
| 15 | Ach All Biomes | 1.4% |
| 16 | Ach Zen | 1.1% |
| 17 | Ach Demolition | 0.2% |
| 18 | Ach Long Night | 0.2% |
| 19 | Ach Overqualified | 0.0% |
| 20 | Ach Purist | 0.0% |
Thanks to everyone who jumped in on launch day! A couple of fixes are now in place: Co-opChoose your class in the lobby. Players joining from a Steam invite or "Join Game" were never given the chance to pick a class and were dropped in as whatever they last played. The lobby now has a class picker, and anyone can change their choice until the host presses Play. Lobby now shows the room settings. World size, biome, difficulty and lane count are now visible to everyone in the lobby, not just the host. BalanceSoftened the mid-game difficulty spike. Nights 7 through 9 ramped far harder than intended, especially in co-op, where the adaptive difficulty could hit its maximum right as skeletons arrived.
Read full update on Steam ↗After some player feedback on the demo, I've revamped tower placement. It now shows a green/red grid that lets you see exactly which tiles prevent placement of a tower. This also allows closer tower placement so you can cram in even more towers to defend your lanes.Happy defending!
Read full update on Steam ↗0 positive · 1 negative.
£3.54 → £5.29.
1 positive · 1 negative.
1 positive · 0 negative.
7 concurrent players — the highest daily peak recorded at that point.
Thanks to everyone who jumped in on launch day! A couple of fixes are now in place: Co-opChoose your class in the lobby. Players joining from a Steam invite or "Join Game" were never given the chance to pick a class a…