$24.99Taur Aim the biggest gun yourself
You defend a droid planet from orbit-scale invasions, firing the Prime Cannon while your turrets and droids hold the line.
Is Taur worth it?
Taur is worth it if…
- you want a tower defense where your own aim matters as much as your build
- you enjoy planning a base around the specific attack type coming next
- you like short, tense battles you can play one after another
- you have a soft spot for sleek minimalist sci-fi and very good explosions
Screenshots
The Prime Cannon puts you in the fight
Most tower defense leaves you watching. Here you control the Prime Cannon, the centerpiece of your base, with a primary and a secondary weapon that fire at the same time. The manual shooting is a highlight: it feels weighty and lands with real impact, and the explosions are satisfying to watch.
You unlock and upgrade a range of weapons, then swap between them mid-battle as the threat changes. On top of that come powerful abilities that can turn a losing fight around. When a wave of rocketeers slips past your turrets, you line up the shot yourself. It keeps every battle in your hands instead of on autopilot.
Build a base, then watch it get shredded
Resources from secured war zones buy your defenses: auto-turrets, droids, aircraft and more. Some towers shoot, others produce guardian droids or interceptor aircraft, which gives the battlefield a sense of scale as your own forces swarm out to meet the invasion.
The twist is that everything is destructible. Every unit, structure, tree and plant can be blown apart, and the landscape changes the fight as it goes. A crater that blocked infantry yesterday is an open lane today. Attacks come in distinct flavors too: full-scale invasions, air raids, tank sieges and infantry skyfall drops, so you read the mission type and rebuild your defenses to match before the drop ships arrive.
What should you know before starting?
How long does a campaign take?
The main campaign runs roughly five to ten hours depending on difficulty and how many times the Overlord throws you back. That is enough for a full tech tree run and a proper war, but it is a focused package rather than a hundred-hour grind. If you want a tight campaign you can actually finish, that works in your favor.
Can you lose the whole campaign?
Yes. Control of the planet Taurea shifts with your results on the battlefield, and if the Imperion takes all of it, the campaign is lost. There is real pressure in that, though the game gives some leniency: a lost mission is not an instant game over, and you get resources back to rebuild and try again.
How does the one-war-zone-per-day rule work?
Each in-game day you can deploy the Taur to a single war zone. The rest are abandoned, which can cost you control there and wastes their resources. So the campaign is a running set of trade-offs: save the zone under heaviest attack, or grab the one with the richest resources? Choose carefully, because the map remembers.
Is there anything to do between battles?
Plenty of deciding. The Forge reshapes the quality and damage of your Prime Cannon weapons, research unlocks new tech for battle, and resources from secured zones fund new structures. Note that weapon reforging has a random element, so results can swing either way. Between the Forge, research and base layout, there is a lot to tinker with while the war rages on.

















