Christmas Is Coming is a tower defense game where you strategically place towers and ground defenses to repel festive-themed enemies across destructible environments. You'll break through obstacles to unlock new buildable areas, upgrade your arsenal, and collect Christmas cards that grant special abilities. The gradual tower unlock system and escalating maze-like challenges make it compelling for players who enjoy puzzle-like defense mechanics beyond the surface holiday theme.
About this game
Christmas is coming and you must stop it at all cost! Place down towers and ground defences to fight back against Christmas themed enemies. Break through stone and groom snow to expose new buildable areas. Upgrade your towers and collect Christmas cards that apply special abilities.
What players are saying
▲ Recommended3 hrs
Don't be put off by the title (it's not a festive season "money grab"), as it more than stands up year through.
Essentially a good mazing title that keeps drawing me back, as past the initial level it can be a challenge.
There are a number of towers where it is not obvious what they do, but you will find out when they unlock.
CHANGES Removed inspect details from main game HUD. Added new inspector HUD that can be opened in game by right clicking on entities during play. The HUD displays complete specifications and description for the current selection (inspect towers, mobs or tiles). Added new button to main game hud that toggles and restores the position of inspector. Added buttons in main game hud to increase speed of axe and pickaxe. Moved main button controlls to the old inspect area. Added new cursor graphics when attacking mobs with the mouse. FIXED BUGS Dragging a GUI with a mouse button other than left doesn't terminate the drag focus correctly. Scrolling in various GUIs causes flickering of the contents dude to asynchronous graphics update calls. Spontaneous flickering of playfield when brushing towers caused by asynchronous graphics update calls. KNOWN BUGS The same wave repeats beyond wave 60 (in classic game mode only). Death animation for meals are missing. Range display isn't correctly offset for the flamber tower. Mouse can become 'drag locked' after scrolling the users card library in Grupy's shop. Foreground tree offset in map editor is misaligned by 1 tile. Playfield and tree offset in game is misaligned if resolution is set to 4k. Pathing algorithm of mobs can cause mobs to pause for a frame as they enter a new tile which appears as minor stutter. Exe won't launch with GUI head format, currently only executes by console which means fps information is currently not available to NVidia overlay and console is shown at launch instead of splash screen. Some unknown sequence of transactions in Grupy's shop can cause players gems to be less than 0. PLANNED Implement expanded rewards system for better rewards after completing each map. Add reward interface that displays rewards upon map completion. Ability to construct walls no longer needed to be unlocked, available by default. Implement a maximum number of error logs, currently unlimited leading to large number of unneeded lo...
CHANGES Projectile collision with trees now uses hit boxes instead of collide with raster allowing for better control of collisions. Trees now effectively obstruct players towers using the new hitboxes system. Added new item 'axe' that allows the player to remove tree obstructions. Projectiles will now collide with foreground trees as well as background trees. Changed pickaxe mining mechanic to damage tiles progressively before breaking rather than random chance of breaking on each hit Added new stone types for incremental damaged to stone. Removed mechanic where next mob wave has chance to start on breaking a stone tile. Added sound effects for the new 'axe' item. Added sound effects for felling trees. Added animation for tree destruction. Added mouse animations when using pickaxe and axe. Changed mouse action to trigger on a set frame of the animation rather than each time the user clicks, this means that the speed of mining / cutting is determined by the speed of the animation. Added new interface in Grupy's shop to increase the mining / cutting speed of the axe and pickaxe. Separated handling of mouse events from rendering threads resulting in minor performance improvement and mouse events can no longer be impacted by users fps. Modified save format to support new mechanics (old saves will be deleted). Reorganised item buttons in the game HUD. FIXED BUGS Painting a wise guy tower on the map where one already exists will capture the mouse inside an infinite loop. Clicking a button while moving the mouse can cause mouse release event to be processed as mouse drag event leading to missed clicks. Mouse events can have no effect when frame rate is too low. (They 'miss' the frame) Unlocking some achievements can cause JVM crash if steam is not running on the users machine. KNOWN BUGS The same wave repeats beyond wave 60 (in classic game mode only). Death animation for meals are missing. Range display isn't correctly offset for the flamber tower. Mouse can become 'drag...
CHANGES Added poison mechanic that applies damage over time for any poisoned mobs, mobs that are poisoned repeatedly will have their poison duration extended. Added poisoned graphics for all mob types (mobs appear with a green tint after they have been poisoned). Poison graphics are overridden by subsequent elemental effects but the poison damage will still be applied. i.e. a mob that is poisoned will appear green, if that mob is subsequently frozen while poisoned it will appear frozen. Added Final projectile tower type 'CyalentNight' which fires a poison projectile that applies poison area of effect on impact poisoning any mob in range. Added final item 'Grupy burp' where the player can spawn temporary poison burp clouds that poison any mobs in the area of effect. Reorganised tower buttons in the game HUD. Added 'Grupy burp' item sound effects. Added CyalentNight projectile sound effects Flamber tower removed from Grupy's store and replaced with 'CyalentNight' tower. Modified save format to support the final tower 'CyalentNight'. Flamber tower is now unlocked by progressing through the campaign instead of purchased from Grupy's store. KNOWN BUGS The same wave repeats beyond wave 60 (in classic game mode only). Death animation for meals are missing. Range display isn't correctly offset for the flamber tower. Mouse events can have no effect when frame rate is too low. (They 'miss' the frame) Mouse can become 'drag locked' after scrolling the users card library in Grupy's shop. Foreground tree offset in map editor is misaligned by 1 tile. Playfield and tree offset in game is misaligned if resolution is set to 4k. Pathing algorithm of mobs can cause mobs to pause for a frame as they enter a new tile which appears as minor stutter. Exe won't launch with GUI head format, currently only executes by console which means fps information is currently not available to NVidia overlay and console is shown at launch instead of splash screen. Some unknown sequence of transactions ...
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