Pixel Empires pairs idle tower defense with optional active combat in a pixel fantasy setting. Your village and army operate automatically while you're away, but you can manually draw your bow during night sieges whenever you choose to engage. It's designed for players who want passive progression without sacrificing the option for hands-on defense when the mood strikes.
About this game
An idle tower defense in a pixel fantasy kingdom. Your village builds itself. Your army fights on its own — but the bow is yours to draw whenever the night gets loud. Sleep through the siege, or pick up the arrow. The night is long. The bow is yours.
What players are saying
▼ Not recommended17 hrs
ver 1.09: Now soldiers can fall into the water and drown, so you need to be much
That's one of their update posts. I didn't cut anything off, it is just an incomplete sentence. The dev doesn't seem to be taking any care to their updates if they're not even finishing their sentences on update posts. I don't imagine they'll bother playtesting if they don't even proofread.
The game is quite satisfying for its genre. There is a good amount of variety in enemies, units, defenses, and upgrades. The only thing I would ask of the developer is to improve the UI a little. I also liked the music, it adds nicely to the medieval atmosphere.
The game was selling itself as an RTS and just before launch it became a clanky Tower Defence game.
The interface is bad, the condition to unlock spells doesn't work in my language, I still cannot understand why I could just let all the mobs pass my defense and not lose, a 100h achievement when I almost unlocked all the others in 2h....
Honestly, I would not have been so harsh with it if I was not feeling scammed by the completely u-turn before the launch of the game but it feels like the game has tried to disguise itself into something better to increase its wishlist before launch.
Army & Evolution - Evolution levels are visible again in the evolve tab, including post-Diamond levels such as Diamond +1, Diamond +2, etc. - Evolution bonuses have been significantly improved so evolving units feels more rewarding. - Evolution now also grants movement speed. - Healers no longer show a damage bonus in the evolve UI. - Healer evolution now increases healing output instead of damage. - Soldier scaling has been improved for later waves so army investment stays more relevant past wave 100+. - Existing soldiers now refresh their stats at wave start, so new scaling/upgrades are applied more reliably. Balance - Evolution bonus scaling updated: - Damage / Healing: stronger per-tier gains. - HP: stronger per-tier gains. - Movement Speed: new per-tier bonus. - Army late-game scaling now takes upgrades, abilities, evolution, prestige power, and current wave progress into account. UI / UX - Crown shop perks now show level and total buff information more clearly. - Evolution bonus text now shows the actual current total effect instead of vague or misleading values. - Healer evolution text now says healing, not damage. Bug Fixes - Fixed an issue where some waves could give no XP when enemies were killed through special/tamed/charmed interactions. - Fixed evolve UI using clamped Diamond tier display, which hid post-Diamond progress. - Fixed healer evolve bonuses being displayed incorrectly as damage. Localization - Added/updated evolution bonus and description localization keys across all localization JSON files. - Evolution tooltip text now supports the new damage/heal/HP/speed display in every language file.