Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $50. The latest store price is $50, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $50 | Latest store price | |
| $50 | Unity First Price 2026-09-03 2026-09-03 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Tower Defense
- Tools, Systems & Learning > Game Templates & Systems
- Theme > Stylized
- Theme > Low Poly
- Theme > Military & Combat
- Theme > Nature & Countryside
- Art & Visuals > 3D
- Art & Visuals > UI & GUI
BUILT FOR DEVELOPERS WHO VALUE THEIR TIME
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DRAW ROADS IN SECONDS — NO PATHFINDING NEEDED
Drag a spline in your scene view, bend it around obstacles, and done — enemies follow it automatically. No NavMesh baking, no waypoint arrays. Just draw and go.
VISUAL WAVE DESIGN WITH UNITY TIMELINE
Schedule enemy waves visually inside Unity's native Timeline editor. Drag, drop, and stretch custom spawner clips to control spawn rates, intervals, wave order, and multi-lane paths—zero complex scheduling code required.
EVERYTHING IS ALREADY IN THE BOX
Two fully playable demo maps. Pre-wired HUD with coin display, lives, wave counter, and a speed toggle (1x / 1.5x / 2x). Win and lose screens. Main Menu. Map selector. Press Play and it all just works.
OPTIMIZED SO YOUR GAME RUNS SMOOTH UNDER PRESSURE
Projectile pooling prevents garbage collection spikes. Events keep systems decoupled. No frame-rate crashes when 100+ enemies hit the screen at once.
QUALITY 3D ART INCLUDED — PLAYABLE FROM DAY ONE
Low-poly towers, animated enemies, path tiles, rocks, trees and grass. Enough to ship a vertical slice or full demo on day one.
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WHY THIS CODE WILL NEVER TRAP YOU IN A CORNER
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Most templates look great until you try to modify them — then everything breaks. This template was engineered differently:
→ Event-Driven Architecture: An action-based EventManager means the UI, wave system, and game manager never talk directly. Add your own systems without touching existing code.
→ Data-Driven Tower System: All tower logic driven by ScriptableObjects. Swap, clone, and balance freely in the inspector.
→ Clean, C# Code: Every script is focused, readable, and properly separated. No 1000-line God classes. No untraceable bugs.
→ Supports Mouse, Keyboard & Gamepad: Modern Unity Input System, ready out of the box.