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Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this. Budget Pick Budget PickThe best game here for the least money.
Base-BuildingResource ManagementTower Defense
$9.99 ~70.4 hr median co-op complexity: moderate 95.7% of 27k
The Squirrel's verdictBoth mix base-building with wave defense and resource logic, but Mindustry pushes the factory side harder: conveyor belts, resource routing, and production chains carry as much weight as your defenses. Co-op is supported. If you liked Goo's expansion-and-defend loop but want deeper logistics puzzling under the combat, this delivers that.
Not for you if you came for RTS-style hero units and orbital support rather than conveyor-belt logistics and factory-line optimization.
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Base-BuildingTower DefenseSurvival
$29.99 ~45 hr median co-op complexity: moderate 90.4% of 24k
The Squirrel's verdictBoth games pair base-building with tech trees and escalating enemy waves that punish weak defenses. The Riftbreaker adds a controllable hero mech you pilot directly into combat, a full research/crafting loop, and co-op support, trading Goo's pure RTS command for hands-on action-building hybrid play across varied biomes.
Not for you if you want to stay in pure top-down RTS command rather than directly piloting a mech through combat.
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Closest Match Closest MatchThe most similar game to the anchor, by what players say.
Real-Time with PauseResource ManagementTactical
$11.99 ~36.9 hr median no co-op complexity: moderate 85.5% of 12k
The Squirrel's verdictSharp, sudden difficulty spikes and high-APM unit micro define Diplomacy is Not an Option more than its base-building. Reviewers flag Mission 4 as a wall that only 18% of players clear, and the balance tilts toward micro-reliant combat over defensive strategy. No co-op. At 36.9 median hours, there is substantial content for players who want mechanical intensity per mission.
Not for you if you want steady difficulty scaling or a game where walls and towers carry the defense rather than active unit micromanagement.
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SurvivalBase BuildingColony Sim
$19.99 ~23.6 hr median no co-op complexity: moderate 85.5% of 303
The Squirrel's verdictSame core loop as Glory To Goo: build a base, tech up, survive escalating waves of enemies in a They Are Billions-style siege format. Swarm strips out campaign, story, and characters, adds strict per-mission time limits, a roguelite mode with deity upgrades, and an endless mode with a gradual difficulty curve rather than sudden wipeouts.
Not for you if you want large maps to build out on or narrative missions instead of time-capped, roguelite-driven skirmishes.
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SpaceRTSSci-fi
$9.99 ~9.5 hr median co-op complexity: moderate 83.1% of 419
The Squirrel's verdictFleet skirmishes rather than ground-based horde survival define Stellar Warfare's structure. You build a base, research tech, and field up to 50+ customizable ships per match, but the unit cap holds you to 10 ship types at a time. Co-op is supported. At a $9.99 price point and 9.5 median hours, it suits players who want the RTS expansion-and-tech loop applied to space fleet composition.
Not for you if you want ships that maneuver and dodge rather than exchange fire statically, or dislike per-match unit-type caps.
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Base-BuildingRTSTower Defense
$2.99 ~6.3 hr median no co-op complexity: light 78.1% of 456
The Squirrel's verdictRisen Kingdom shares the resource-and-defend structure but runs shorter and lighter: the campaign wraps around five hours, visuals lean toward Kingdom Rush's cartoon style, and the difficulty is less punishing than Goo's escalating sieges. At $2.99 and a median 6.3 hours, it fits players who want a compact, single-session version of the build-and-survive loop.
Not for you if you want the deep systems, hero units, and long-term scale that keep players in Goo past 50 hours.
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RTSWargameStylized
$14.99 ~2.5 hr median co-op complexity: light 78.3% of 327
The Squirrel's verdictThird-person unit control is the key addition: Eyes of War lets you drop into any soldier mid-battle instead of managing everything from overhead. Co-op is supported. Reviews report pathfinding problems, missing combat audio, and significant bugs. Median playtime sits at 2.5 hours, well below Goo's reported engagement, suggesting most players stop early.
Not for you if you want reliable pathfinding, consistent combat audio, and the polish of a fully stable RTS at release.
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RTSBase-BuildingReal-Time
$9.99 ~5.5 hr median no co-op complexity: light 68.4% of 456
The Squirrel's verdictLike Goo, War Party is a macro-focused RTS built on base expansion and resource management, not fast unit collision or twitch clicks. It skips Goo's hero units, tech-tree progression, and evolving content updates for a stripped-down Brood War-style skirmish structure. Median playtime sits around 5.5 hours, reflecting a tighter, less systems-heavy scope.
Not for you if you need mid-campaign saves, hero units, or growing content — reviewers call the campaign bland with little mission variance.