How to make a tower defense game in Roblox
Tower defense is a step up from an obby: enemies walk a path, players place towers to stop them, and every wave is harder than the last. This guide covers each system in Roblox Studio: the path, enemies, waves, placing towers, targeting, money and upgrades, and a lobby.
The loop
Players start a match with a little money, place towers along a path, and earn more for every enemy they stop. Between waves they place more towers or upgrade the ones they have. If too many enemies reach the base, the match is lost; survive the last wave (often a boss) and it's won. Outside matches, many games add a lobby where players collect units and pick a stage.
Build it in this order and test after each step: path, one enemy, waves, one tower, money, then everything else.
1. The path
Make a folder in Workspace called Waypoints and put small, invisible, anchored parts along the road,
named 1, 2, 3... from the enemy spawn to the base. Build the road itself
however you like; enemies only follow the waypoints. Turn off CanCollide and CanTouch on the
waypoints so nothing bumps into them.
2. Enemies that walk the path
Keep an enemy model (with a Humanoid and a HumanoidRootPart) in
ServerStorage. A server Script spawns copies and walks them from waypoint to waypoint:
local ServerStorage = game:GetService("ServerStorage")
local waypoints = workspace.Waypoints
local function walk(enemy)
local humanoid = enemy.Humanoid
for i = 1, #waypoints:GetChildren() do
humanoid:MoveTo(waypoints[tostring(i)].Position)
humanoid.MoveToFinished:Wait()
if humanoid.Health <= 0 then
return
end
end
-- reached the base
workspace:SetAttribute("BaseHealth", workspace:GetAttribute("BaseHealth") - humanoid.Health)
enemy:Destroy()
end
local function spawnEnemy(name)
local enemy = ServerStorage.Enemies[name]:Clone()
enemy:PivotTo(waypoints["1"].CFrame)
enemy.Parent = workspace.Enemies
enemy.HumanoidRootPart:SetNetworkOwner(nil) -- the server moves it, smoothly
task.spawn(walk, enemy)
return enemy
end
Give each enemy type its own WalkSpeed and health: a fast weak one, a slow tanky one, and a boss.
Destroy an enemy when its health reaches zero (connect to humanoid.Died). With many enemies on screen,
lots of games skip Humanoids and move simple models along the path themselves, which is faster; start with Humanoids
because they're easier.
3. Waves
Describe waves as data, so balancing means editing numbers, not code:
local WAVES = {
{ { "Grunt", 6 } },
{ { "Grunt", 8 }, { "Runner", 3 } },
{ { "Grunt", 10 }, { "Tank", 2 } },
{ { "Boss", 1 }, { "Runner", 6 } },
}
for number, wave in WAVES do
workspace:SetAttribute("Wave", number)
for _, group in wave do
for _ = 1, group[2] do
spawnEnemy(group[1])
task.wait(0.8)
end
end
repeat task.wait(1) until #workspace.Enemies:GetChildren() == 0
task.wait(5) -- a short break to build
end
4. Placing towers
The player picks a tower in the UI and clicks the map. A LocalScript shows a see-through preview under the mouse and, on click, fires a RemoteEvent with the tower's name and position. The server then checks everything before placing it:
- the player has enough money;
- the spot is on ground where towers are allowed (for example, a part tagged "Placeable"), not on the path;
- it isn't too close to another tower;
- the player hasn't hit the tower limit.
Only then does it clone the tower from ServerStorage, set an Owner attribute and take the money. Never
let the client place towers or set prices directly: those checks are what stop cheating.
5. Targeting and attacking
Each tower looks for the enemy in range that is furthest along the path (the one most likely to reach the base) and hits it every so often:
local function findTarget(tower, range)
local best, bestProgress = nil, -1
for _, enemy in workspace.Enemies:GetChildren() do
local root = enemy:FindFirstChild("HumanoidRootPart")
local progress = enemy:GetAttribute("Progress") or 0 -- update this as the enemy passes waypoints
if root and (root.Position - tower:GetPivot().Position).Magnitude <= range and progress > bestProgress then
best, bestProgress = enemy, progress
end
end
return best
end
-- in the tower's loop, every attack:
local target = findTarget(tower, tower:GetAttribute("Range"))
if target then
target.Humanoid:TakeDamage(tower:GetAttribute("Damage"))
end
task.wait(tower:GetAttribute("Cooldown"))
Different towers are just different numbers: range, damage, cooldown, plus a twist (splash damage, slowing, only hitting flying enemies). Keep all tower stats in a ModuleScript so you can balance them in one place.
6. Money and upgrades
Pay the tower's owner for each kill (or each point of damage), give a bonus at the end of every wave, and let players upgrade a tower by clicking it: the server checks the cost and raises its stats. Show upgrade stats before buying, so players can make real choices. Balance so the first waves are easy, and the hardest waves need good placement, not just money.
7. A lobby and collectable units
Many tower defense games add a lobby: players pick a stage, team up, and teleport into a match (see teleporting a group). The lobby is also where players collect towers ("units"), often by summoning them from a banner with in-game currency, and choose which ones to bring. If you sell summons or anything random for Robux, show the odds before purchase, as Roblox requires for paid random items. Passes that fit tower defense: faster game speed, an extra tower slot, 2x rewards.
Generate a tower defense game
Anime tower defense is one of the BloxMaps Game Maker's most finished formats. From one sentence it builds the path and stages, waves with bosses, units summoned from a banner with the odds shown, placement and upgrades, a battle pass, the HUD and a shop, in one Roblox Studio file.
an anime tower defense in a snowy mountain village where you summon heroes and stop waves of enemies
Try this prompt
Building and previewing is free; exporting the finished game costs $14.99 once. More themes: tower defense ideas.
Questions
Is tower defense hard to make?
It's a step up from an obby: enemies, towers and waves all need server scripts. Start with one path, one enemy and one tower, then add more.
Where should the game logic run?
On the server. Enemy health, tower damage and money must live in server Scripts so players can't change them.
What about summoning units from a banner?
Many tower defense games let players summon units with in-game currency. If you sell random units for Robux, show the odds before purchase, as Roblox requires for paid random items.
Will my game make Robux?
Nobody can promise that. A shop, game passes and developer products give players a way to support your game, but how many people play and buy depends on your idea, your thumbnail, your updates and luck.
Is BloxMaps free?
Making and previewing is free: 3 previews a day on the Free plan. You pay only to export. You only pay to export the finished Roblox Studio file (.rbxl): $14.99 once per game, or included with the Studio plan. See pricing.