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Christmas Is Coming

Christmas Is Coming

by SumGames

★ 100%
Price $4.99
Avg Players 0
Reviews 2
Released Dec 1, 2024
CartoonCasualChoices MatterClicker
View on Steam ↗

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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

Players, last 40 days

Peak 0 · Low 0

Daily peak concurrent players, sampled once a night from Steam.

What players are saying

▲ Recommended 3 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.

Looking forward to progressing.
0 found helpful Steam ↗
▲ Recommended 0 hrs
This game is so fun I really enjoy all the different coloured Christmas Bows. I cannot wait to play more to unlock the rest of the towers!!
0 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Rewards Update - Alpha 2.9

36 days ago
CHANGES Implement expanded rewards system that gives rewards based on performance grading after completing each map. Add reward interface that displays performance and rewards upon map completion. Ability to construct walls no longer needs to be unlocked, now available by default. Added two new sound tracks for end game scenarios (victory and defeat). FIXED BUGS Window scale not applied to mouse events causing mouse events to miss when using no-native resolution. Inspecting a tower does not open the range view as it should. Range display isn't correctly offset for the flamber tower. Projectiles are able to interact with the mouse leading to blocked mouse clicks. Reward for mob kill is not displayed in the Inspector HUD. Card descriptions are not applied to card graphics. Fatal crash in native code triggered on complete mission while steam is not running. Attacking a mob while mouse is brushing a tower or item will reset the mouse cursor to default. KNOWN BUGS The same wave repeats beyond wave 60 (in classic game mode only). Death animation for meals are missing. 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. 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. Pathing algorithm of mobs can cause mobs to pause for a frame as they enter a new tile which appears as minor stutter. PLANNED Implement a maximum number of error logs, currently unlimited leading to large number of unneeded log files. Created new save format separate from player profiles that contains the player's options specifications. Currently player's must set their preferred options eac...

Inspector Update - Alpha 2.8

274 days ago
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...

Tool Box Update - Alpha 2.7

283 days ago
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...

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