Age of Defense leaves Early Access with its biggest update ever.
Greetings, everyone!
We bring truly amazing news - AGE OF DEFENSE has now left Early Access and is fully released! We would like to thank everyone who accompanied us on our Early Access journey. It was a really long journey. We want to thank for your support and feedback that we've been able to bring you the full experience that Age of Defense has become.
To celebrate this joyous occasion, let's watch the new trailer we've prepared. Then, let's take a look into detail of what the full release is all about.
Changes of 1.14 Update
We have completely reworked sound system. We added sounds to all enemies' death and abilities. previously we used same sounds for all monsters. Now, all monsters have unique sounds. It make
Additional Game Changes
Improvements of the main menu. We added Start word for start button. We swapped position of Game Difficulty button and Skills button. We added a cool visual effect at the background. Finally, we removed unused button foe Old/New balance.
Added hotkeys for game speed settings (Ctrl and Num 1,2,3) and for starting new wave (space).
Keeper defenders no longer apply buffs on other Keepers.
Duration of Spike Traps and Barricades was increased by 1.5 times.
A lot of improvements in animations of World #2 monsters ( Shark, SlowFish, Pleozavr, Bug Boss Head and etc). Some frames were set wrong. We went through all of them and set them perfectly.
Restart button in pause menu now have a confirmation window.
Resistances of monsters in info menu now changes color if were changed.
Added new animations for ability cast of Big Yeti Machine (world #5).
Tablets with text in the battle works more pleasant now and don't disturb player from playing.
Hunter's passive ability change. Now it throws 2 spears every 5 seconds.
Bigger enemies became bigger in real size. Now units need to
Enemies who reach the end of the path benefits with a meat.
Texts in Skill menu appears much faster now.
Ultimate ability of Colossus no longer affects air units.
Added a cast animation for Big Magic Dino with lizardmen riders (Mission 9).
Microbes under the effect of Parasite ability now have different walking animation.
Duration and cooldown of Keepers' Range buffs were doubled.
Text in the tablet of Skill menu now appears in the center.
It is easier to light bonfires in Mission 13 now.
Pink Minions (Boss #1) has got proper death and transformation animations.
Fish Tamer's Oil Fish ability no longer target air units. Also, we made several improvements in its animation.
Added new visual effect for Yelllow Plant (Mission 14) buff.
Added new visual effect for Spike Trap posion upgrade.
Flying units appear more pleasant from portals now (Mission 11).
Walk animation for Bug Boss Head (World #2) was significantly improved.
Bug Fixes
Fixed a visual bug when some effects could remain on the screen after the death of the enemy.
Fixed a bug with wave counter. If player clicked it several times. It added +2 to it.
Fixed a critical bug when zombie horses left impassable areas after resurrection.
Fixed a bug when player could get an error during Boss Battle phase in Mission 3.
Fixed a critical bug in Mission 3. Pink Boss Spawns left impassable areas after disappearing.
Fixed a critical bug in Mission 3 Mode 3 when First Eye died.
Some sound/music volumes fix. It worked a bit incorrectly, when player started new mission.
Removed wrong death animation for Dino Skeletons.
Fixed the critical problem at Mission 14. It could lead to various serious issues like defenders couldn;t be upgraded.
Added proper animation to Bird Tamer defender. A loud sound were removed.
Fixed wrong ability description for JellyFish in World #1.
Mammoths in the last wave if Mission 13 had old graphics. Fixed.
Point of ability shot for Nig Jellyfish was properly adjusted.
Fixed a bug when armadillo monster(world #5) turned back after the armor broke.
Fixed a bug when paratrooper yeti played death animation after deployment.
Fixed a bug when paratrooper movement speed were decreasing at high gameplay speed.
Tutorial barricades at Mission 3 appears at better place to prevent enemy from moving forward completely.
Effect size for different air units were properly adjusted.
Mammonth Mutant (Mission 13) now play all animations properly.
Fixed a bug when Mammonth Mutant left Whirlwind effect on the path upon death.
Removed extensive visual effect at Berseker defender under the effect of Focus ability.
Fixed a bug with Air Dinos (world #3) when they could deploy fish at wrong place.
Resistance icon and its number in info menu have the same color now.
Fixed a bug when Parasite monster (world #1) didn't apply an ability effect.
Fixed a bug at Mission 3 Mode 3 when some enemies could skip Big Barricades.
Fixed a bug when Mission 15 Mode 2 couldn't be finished.
Fixed a bug when Mission 9 Mode 2 didn't have a Start Wave button.
Added missing icon in info menu for Dino Skeletons.
Added missing icons in info menu for Boss Pink Monsters.
Wolf and Snake monsters (world #4) are no longer turns around when they use abilities.
Removed an effect of black screen in the start of Missions 10 and 13.
Wave info about air units in Mission 12 was shown wrong. Fixed.
Jumping Jellyfish (World #1) moves more properly now.
Fixed a bug when Blunt resistance aira effect of Big GreenDino could remain on the road after the death of a unit.
The last skill in Stone branch was working only at the first Stoneman. Now it affects all towers in Stoneman branch.
Keeper Tower has proper icon in info menu now.
Redfish in the start of Mission 4 in cutscene has got sounds. Also fixed a bug when it actiavated a run ability right from the start at Easy Game Difficulty.
Learning skill animation in the skill menu was properly adjusted.
Tall monsters (worlds #4,5) have proper effects size now.
Fixed wrong speed animation of Torch in Mission 15.
Hunter Tower Level 4 didn't show attack range under Keeper's Range buff. Fixed.
Death of Mutant Cocoon (World #5) no longer leaves blood spots on the screen.
Added missing sound for upgrading Spearman.
Fixed a bug when movie icons in the movie menu weren't shaken.
Fixed a critical bug with Snake's ability (World #4) and Keeper defender.
Fixed a bug when effects weren't show at Keeper Tower.
Fixed requirements for getting Scrooge Steam Achievements.
Ballon mob (World #2) plays proper death animation now.
Big Ballon mob (World #2) didn't play full death animation. Also it didn't leave blood spot. Fixed.
Insect bug (World #2) didn't play transformation animation. And didn't give meat reward. Fixed.
Death of Boss Bug Head (World #2) no longer leaves blood spots on the screen.
Size of blood spots for Shark, Blue Evolution mob, BigFish and Big Balloon mobs were adjusted.
Fixed a bug when Magic Beetle (World #2) didn't play ability animation.
Age of Defense is now available with a 35% discount for the first week after launch.
We are pleased to announce that we have completed the development of our game. We have found a publisher and are now ready for the full release!
We want to take this opportunity to thank you, our dear players, for your patience and support throughout this long development journey. Yeah, it was a really long process.
As a result, the full release will take place on July 29th. at 10:00 AM Pacific Daylight Time
A new version of the game will be available on release day. We will also provide a list of all the latest changes, a list that features more than 100 changes. We think you'll like it!
If you have never played Age of Defense.
To help you decide whether the game is right for you, we've prepared a special free version called Age of Defense: Prehistory.
It's kind of a mini TD game. It consists of only 3 missions, but they are completely different from the main game. You will have access to basic towers and spells from the main game, and even have a small boss fight at the end of the 3rd mission. You can also check the amazing soundtrack we made for the game. And even earn Steam achievements! We tried our best to make this little game as good as Age of Defense.
Age of Defense: Prehistory will be released simultaneously with the full launch of the main game on July 29th.
If you have questions, feel free to ask them in the Steam forum or join the publisher's Discord community dedicated to the game.
New Update. Version 1.13 is available now!
Hello there,
In this update, we've added a lot of cool features and improvements:
Sound System Rework: We've completely reworked the sound system and added ambient effects for all 15 maps. Each map now has unique ambient sounds to enhance immersion in the game universe.
Music Adjustments: The music now starts when the first wave begins, instead of at the start of the mission. After a track ends, there will be a 1-2 minute pause before the next track starts. In our opinion, this creates a great atmosphere.
New Logo: We've designed a new cool logo for the game.
We hope these changes enhance your gaming experience. Enjoy!
Another huge addition is the completely new sounds for all monsters. Adjusting them took a lot of time, and we've currently finished the work for monsters from Worlds 3 and 4. Each unit now has special sounds for its abilities, death, and unique roar sounds. For example, dinosaurs roar, birds scream, and beetles make quiet stomping noises. As more monsters appear, these roar sounds will occur more frequently, adding a new layer of immersion as new waves approach.
Additionally, we've changed the formula for sound and music volumes, making it easier to find the perfect balance.
We are still fine-tuning these adjustments, so if you find any sounds that are too loud or too quiet, please let us know.
Game Changes
Added extra cast animations for Snake, Red Horn Big, Jerboa, and Wolf monsters of World #4.
Increased the size of the following World #3 monsters: Armadillo, Tyrannosaurus (both versions), and Magic Dino Big (both versions). *]Increased the size of the following World #4 monsters: Bull, Tall Birds (both versions), Red Horn Big, Wolf, Big Lions.
Properly adjusted the cast animations of Snake and Red Horn Big. Added a red shield effect for Red Horn Big.
Added an Ice Underground form of Jerboa for World #5.
Reduced the size of the effects animation for Bird Boss.
Ice Shaman's passive slow aura now stacks with the usual slow effect.
Boss tracks now start playing more smoothly.
Lowered the base volume of music by 20%, providing a better balance with the volume for sounds and music.
Disabled all sounds for tower construction at the start of a new mission.
Fixed the volume slider so it no longer extends beyond the frame.
We're currently working on a three-mission prologue, which is set to be released in July. Stay tuned for more updates!
If you find any bugs - please report them in the forum.
Bug Fixes
Fixed a critical bug causing the game to crash when starting Mission 9.
Fixed a crash that occurred after restarting the game following the Dino Boss reaching the end of the road.
Fixed a critical bug where the Ape's gold ability (Poison Explosion) could render the path impassable.
Fixed an error window that appeared after upgrading the Keeper Tower.
Fixed a bug where the casts of the Reptiloid Shaman could cause other monsters to get stuck.
Boss tracks now play at the proper times for Boss #1 and Boss #5.
The Cocoon of the Air Mutant no longer blocks tower upgrades endlessly.
The Cocoon of the Air Mutant now correctly acts as a ground unit, allowing Stone Towers to hit it.
Fixed bugs where certain monsters did not have death animations, including Paratrooper Yeti, Big Magic Dino, Purple Mob (World 2), Birds of Carrier, and Red Bird of Bird Boss (World 4).
Fixed a bug where the game could get stuck due to the Healing Jumping Bird of World #3.
Fixed a visual bug with the Tyrannosaurus, which was missing one frame in its animation.
Fixed a bug with the dead animations of the Turtle (World 4) and tall Shell Mutant (World 5), which could sometimes cause the game to get stuck.
Improved the walk animation of the Big Magic Dino.
Fixed a visual bug where the Wave button appeared for 0.1 seconds after starting a new wave.
Fixed a bug where the Berserker's Battle Trance ability could drop the tower attack speed to 20%.
Fixed a bug where the pre-built Woman Tower couldn't be upgraded in Mission 8.
Corrected the text description for the Boulder Reduce Cooldown Skill.
Fixed an incorrect requirement for the achievement for the Challenge mode of Mission 1.
Play with us,
New Update. Version 1.12 is here now!
Hello there,
In the last update, we finally added the last game mission. Now, we can focus on improving game usability and adding the last missing features.
Many players have reported issues with the non-intuitive UI in the game. It seems that our original idea of having "no words in the game" is not working as intended. To address this feedback, we have decided to completely rework the text design.
Firstly, we have improved the way text appears in the game. Now, when a player points at any icon in the battle menu, the old mage appears and shows the text on the tablet. We believe this addition resolves the main issue of the game and also fits into the game's style.
We have made several changes to the game's interface. Firstly, we changed the main font and increased the font size for better readability.
Additionally, we added new parameters to the info menu, including different icons for resistances and vulnerabilities. A new icon for towers now indicates when a tower's effect is reduced by resistance.
Furthermore, we introduced a special icon for monsters to signify when they have an ability, along with text descriptions for all abilities. We believe these changes will provide players with better information during gameplay.
Finally, we added a new parameter to the Monster info called "Child Taken," which indicates how many lives the player loses when a monster reaches the end.
We also introduced a special icon for tower information. This icon lights up if a tower's abilities have durations that can be altered by Effect Resistance.
Adding text descriptions to all monsters was a challenging task, as it was not part of our original plan. Some monsters were created with a special list, while others were generated directly from the code. This was especially complex for unique bosses. However, we successfully completed this task after extensive testing and bug-fixing. Additionally, we implemented a system to streamline the translation process for other languages in the future.
Game Changes
Added visual effects for the Ice Spikes ability of the Ice Shaman, including a cast time before the spikes appear.
Implemented several fixes for the Poison Cloud ability of the Beast.
Renamed all towers to align with the game universe, now referred to as defenders.
Added titles for all abilities and spells for better clarity and immersion.
Great to hear about the progress! Adding graphics to the remaining defender abilities will surely enhance the visual experience for players. Integrating sounds into the entire game will add another layer of immersion and polish. Sounds like you're getting closer to the finish line!
The game is almost ready.
Bug Fixes
Fixed a critical bug where Blue Flying monsters incorrectly deducted lives when fear was applied to them.
Rectified an issue where Tall monsters with shield abilities were not properly utilizing this feature in Mission 3 and Mission 15.
Resolved a bug where pressing the right mouse button triggered the activation of a spell.
Adjusted the visual effects size for monsters with the small fly ability, ensuring accuracy.
Corrected the behavior of Mutant Cocoon, which erroneously behaved like an air unit, preventing stone towers from targeting it.
Updated certain texts in skill descriptions for clarity and accuracy.
Fixed an issue where the Woman Tower would inadvertently stun itself.
Addressed a bug where Bug monsters from the portal were missing their transformation ability.
Play with us,
New Update. Version 1.11 is available now!
Hello there,
We are keep preparing the game for the full release. We added the last mission to the game. It is mission 15 of Mode #3. It uses the same Boss #5 mechanics with higher difficulty. Our Game Designer had a lot of problems with Boss. So, we are completely reworked it. It seems that now Boss# 5 battle now work flawlessly. We tested and reproduced different situations when game could stuck. It looks like we fixed all of them and Boss #5 Battle should work as good as other boss fights.
We are keeping working on optimization as well. First of all, we finally found a way to show a error message in the game. So now, if players meet the bug they can send us info about it. Previously we had no way to do it. And reproduction of bugs was real hell. So, now it gives all necessary information to make the game bug free.
Other good news that we optimized the code. FPS was significantly lowered when new monsters appeared on the screen. In some mission with big waves it was really bad. Now appearing of new monsters do not affect fps at all. So, the game works much smoother now. Also, this optimization affect at appearing of preplaced spikes and barricades ( it slowed the game significantly especially at Mission #10).
FInally, we put sounds of all World #3 monsters into the game. With abilities, death and etc. Also, we add a new sound type "Scream". It plays from time to time. More monsters on the screen the more ffrequently it plays. Each units has own scream soound. So, it shouldd add more feeling of immersion to the game.
Game Changes
Appearing time of all tooltips were reduced to 0.7 seconds.
Stunning Axes and Battle Trance ability were swapped. Battle Trance became more expensive and much stronger.
Size of visual effect of Frost Block was lowered. Now it deals damage before applying invulnerability.
Added animations of cast to Vodoo and Ice Mages.
Added improved bang animation for Giant Towers if they have Extra Splash ability.
Air units have proper effects animations size now.
Bug Fixes
Fixed a critical buп on Mission 12 of Mode #3. The bird boss didn't have boss immunity. It could lead to critical bugs. For example in case when it was affected by hex ability.
Fixed a critical bug when units could be spawned endlessly on Mission 9 after defeating the boss.
Fixed various bugs with Boss #5 when boss fight could just stack. With transformation to Phase 3; losing a game and starting new one and etc.
Visual improvements of Boss #5 Battle. Sзikes and barricades disappear if placed on Boss body. life bars of boss body was removed. Speed of all boss animations was leveled. Fixed the bug which occurred animations glitches in spitting out monsters.
Visual fixes of Tyrannosaur and Armored Tyrannosaur animations.
Tower can't attack now during cast time animation.
Removed blood stains after death of armored lizardmen.
Game GUI is no longer affected by game speed setting.
Fixed the bug with stone barricade. It showed wrong animation upon destruction.
Fixed the bug with effects animation height on towers.
Fixed a bug with Ice Shaman Ice spikes when they didn't appear sometimes.
Visual fixes of Boss 1 Eye and Boss 2 Coccoon when they left some visual glitches on death.
Freeze effect in Mission 13 were improved.
Hex no longer affect air units.
Duplicator (Mission #5 feature) plays proper animations now.
Fixed a bug with slowfish monsters from World #2 when they could leave yellow spots upon death.
The game no longer shows tooltips for unavailable missions.
Fixed the bug with Wave Start button. When animation wasn't played if waves started automatically.
Play with us,
New Update. Version 1.10 is here now!
Hello there,
We are continuing to finalize the development of the game. In this update, we've introduced special challenges for all missions of Mode #3. These challenges are designed to provide hardcore players with a platform to test their skills. They're tough, so get ready for a real challenge.
Additionally, our artist has revamped the design of the Steam Store page. We've added numerous cool GIFs with text set in the backdrop of ancient shaman imagery. Make sure to check out the new Store page to see these updates. We've also included some of these GIFs in this announcement for you to preview.
We are investing a significant amount of time in fixing bugs, which is consuming the majority of our game designer and programmer's efforts. We've identified and addressed some critical bugs, so players can expect the game to run much smoother now.
Additionally, we have completed the creation of new sounds and are currently working on implementing them into the game system. We've generated sound effects for virtually every element in the game, including towers, enemies, and boss abilities, resulting in approximately 400 sound effects in total. This was a massive undertaking, but we aim to include these updates in the next game update.
Game Changes
Revised and adjusted the balance of all missions in Mode #2 (Chief Mode).
Reduced the projectile speed of Voodoo Shaman Level 4 to match Tower Level 3.
Granted access to the final upgrade of the Fear spell, which creates 25 frost spikes on the ground.
Restored availability of the Caviar ability. Fixed a critical bug associated with the Caviar ability of the Woman Fish Tower, which could cause the game to become stuck if the tower was positioned far from the road.
Fixed a major bug where Ice Tower Level 4 had a cooldown on its Slow ability. It now applies with each attack as intended.
Bug Fixes
Changed the functionality of mission restart to address previous issues, particularly in Boss Battles.
Fixed a critical bug where enemies could bypass whirlpools and deplete the player's lives.
Addressed a critical bug where upgrading the Axe Tower to Level 4 with the Ursa ability could cause the game to become stuck.
Fixed critical bugs affecting all Madness mode missions, particularly with wave counters causing various issues, especially during boss fights.
Resolved a major bug where some enemies' abilities had double effects, such as the Big Jellyfish.
Fixed a major bug where certain skills did not function correctly when multiple skills were learned.
Removed excessive sound effects for the Purple Run Mob in World #1.
Corrected major bugs in Madman Mode's Mission 3, ensuring it functions as intended.
Optimized the Boss Battle of Mission 3 in Mode 3, addressing frame rate drops to 5 fps.
Fixed issues with the Boss Battle of World #1.
Resolved visual glitches with the abilities button when food was unavailable.
Fixed a bug where the Yellow Farm Tall Bird could die after its egg was opened.
Addressed an issue where the Totem (Speed spell) could remain on the ground and not disappear.
Adjusted the available tower spots on Mission 6 and several other missions to prevent tower placement in screen corners.
Fixed a bug with Tall Birds and whirlpools where they could endlessly circle in a large range.
Implemented disposal of Ice Spikes (Fear spell upgrades) after use.
Prevented the Flint cursor from appearing if the Bonfire is not available.
Fixed a bug where tower animation attack times were incorrect under the Freeze effect in Mission 13.
Resolved a bug where red circle effects could remain on the map.
Implemented visual fixes for the stone tablet menu (challenges).
Play with us,
New Update. Version 1.09 is available now!
Hello there,
We finally added completed and polished graphics of Boss #5. This boss is really huge. Boss battle contains 3 phases. And there is soooo much gameplay and background animations. It felt like our artist was drawing them for ages. Overall, result is awesome. Just take these GIFs.
We fixed all bugs we found as well. And now it should work flawlessly. So, we hope, the last game mission will bring a huge joy for the players.
Our game designer has replayed whole game and made tweaks to all story missions. Now is working on balancing of mission of Mode #2 and Mode #3. Also, there are some other changes:
Gama changes
Base amount of barricade increased from 2 to 3.
Complete rework of Mission 7 of Mode #2. Ape Tower and Giant Tower is not available there now.
Complete rework of Mission 9 of Mode #2.
Difficulty of Mission 4 of Mode #2 was slightly reduced. Removed an ability to place new towers.
Changed parameters of different gold abilities.
Added access to the last two missing skills.
Also, we added Mission 14 of Mode #3. So now the game has 44 of 45 playable missions. We need add only the last mission.
The game is almost finished. Despite the one missing mission we need to add sounds to the game. Our sound designer made 95% of sounds, so now we are working on putting them to the game.
Bug Fixes
We fixed a lot of bugs in that update. Really. Just take a look how big is the list.
Fixed a critical bug when lives were disappeared in Mission 12.
Fixed a major bug when Mission 12 was finished before appearing of Boss #4.
Fixed a major bug when Developer Message could appear during Boss #4 fight and finish the mission.
Several fixes of Boss #4. There were a wrong movement speed in Ice cube for, We fixed it. Fixed the bug when it could visually stuck during the animation of creating a shield. Finally, we improved enemies spawns during Boss Phase. There were several inaccuracies.
Fixed the bug when game could stuck at Phase 2 of Boss fight of Mission 15.
Fixed a major bug when monsters weren't spawned when a player was fighting Boss #3 (Mission 9).
Fixed a major bug when the game didn't save progress after completion of Mission 1-3 of Mode #2.
Fixed a major bug when Siege Protection aura of Green Dino Big stopped working after passing the Temple at Mission 9.
Steam Achivement for getting 99 SP works differently now. Player should be able to gget it now.
There were excess time after killing the last mob and appearing of Victory window. We shortened it.
Fixed the bug when big monsters sometimes didn't damage barricades.
Big Green Dino with Reptiloid riders had wrong animation (Mission #9). We fixed it.
Set proper amount of Reptiloid riders for all dinosaurs passing through the temple. (Mission #9)
Fixed the movement animation of Blue Bird after making a jump (Mission 7). It was broken.
Set better starting positions for spawned monsters in Mission #5 to prevent stacking.
Fixed the bug in Wave 15 of Mission 9 when Air mobs didn't spawn Green Fish.
Fixed a lot ways in Mission 11. Monsters came from wrong portals and etc.
Set proper attack animation frames for Voodoo Tower.
Fixed the bug when game could stuck when a player upgraded Berserker Tower Level 3 to Level 4 if Ursa ability was bought.
Fixed the bug when the old mage appeared when a player pointer at mission icon even if he was disappeared after Mission 12 from the main menu.
Effect from Damage Aura (Dino Woman Tower) is now highlighted with green color.
Fixed the visual bug when spell icons sometimes could become flattened.
Removed small menu shift after returning to the Main menu.
Play with us,
New Update. Version 1.08 is here now!
Hello there,
Finally, our musical journey is complete. Four composers dedicated several months to this endeavor, and we take pride in introducing new tracks to the game. Each world now features three tracks, with two additional tracks for menus and one for boss battles. This brings the total number of tracks to an impressive number of 18, a significant upgrade from the three tracks that previously covered all battles.
Crafting these tracks involved considerable time and effort as we aimed to transfer the feel of each world to the music. For example, we created "Siren Song" for World #2, while the tracks in World #4 incorporate sci-fi elements. The tracks for World #5, the Ice Age, evoke a chilling sensation.
We sincerely hope you enjoy the musical additions to the game.
Steam Achievements
More exciting news is that we have successfully reworked all Steam Achievements. Recognizing the considerable number of Steam users who take pride in achieving 100% completion, we opted to avoid super challenging achievements. Most can be obtained through natural gameplay and completing the main story.
The Game Designer has reworked the list, and our designer has created cool and humorous images. The programmer has ensured they function properly. So, enjoy, and good luck with getting them all
Game changes
Barricade cooldown has been changed from 33/27/22 seconds to 28/24/20 seconds.
Sniper Tower Level 3/4 damage has been modified from 84-116 to 79-103 and 254-310 to 231-279.
Ice Shaman Tower Level 3/4 damage has been changed from 145-151 to 149-157 and 313-327 to 329-251.
The bonus area damage of the Giant Tower ability has been reduced from 75 to 45, with a significant increase in radius.
Damage of the explosion from the Ape Tower ability has been lowered from 75 to 65.
An additional space for a tower has been added in Mission 1 of Mode 2 and 3.
Additionally, we've granted access to another mission in the game. Mission 13 of Mode #2 is now unlocked. Players must defend against hordes of monsters from all five worlds on two different roads simultaneously. It's a truly challenging mission.
Bug Fixes
Fixed the critical bug where starting the scenario didn't work correctly, leading to issues such as barricades not appearing in missions 7 and 12, among others.
Fixed the bug where the Developer's message appeared at the end of each level.
Fixed the bug where the Speed Up effect could visually linger on the battlefield.
Fixed the bug related to the Parasite mob, where it could display a red error square at times.
Resolved the bug where the start game button and game difficulty changing button didn't shake when the player initiated the game for the first time. [
Fixed the visual bug where spell icons could appear flattened.
Visual fixes for Mission 3, preventing monsters from walking above the cave in the bottom.
Fixed the bug where abilities of the Ape Tower were granted without the corresponding skill.
The game is nearly complete. We just need to add 2 missions, challenges of Mode #3 and sounds.
Play with us,
New Update. Version 1.07 is available now!
Hello there,
We are continuing to polish the game. Firstly, we have implemented significant improvements in the main game code. We hope this addresses various issues such as black screens and missing menus. Please let us know if the game now functions better for you.
Secondly, we finished redesign of new graphics of all spells like spike trap, barricade and etc. They all got casting animation. All barricades have 3 types of damage levels. Same for spike traps. There are 5 types of them, all have different visuals. Fear spell finally got graphics. And we made new Rage Totem. Old one was too old.
Mission 12 of Mode #3 starts with the Bird Boss Battle. This time, the boss boasts a considerable amount of health, while the player starts with low gold and limited options for countering the boss. As a result, players must strategically balance defending against hordes of enemies while attempting to deal damage to the boss. If the player fails to defeat the boss within 20 minutes, they'll face seemingly insurmountable waves of enemies, resulting in a loss.
This level demands strategic planning and offers a fun and engaging gameplay experience. We hope you enjoy the challenge. On a side note, almost all missions are complete, with 42 in the game and only 3 remaining.
In addition, Challenges have been added to all missions of Mode #2. Some challenges require players to complete the mission without using certain spells, while others demand finishing the level before the timer expires. An intriguing challenge even requires hexing 5 enemies simultaneously when the Voodoo Tower is not the optimal choice. There you have it—15 more Skill Points to achieve.
Bug Fixes
Fixed a bug where a tower could be built on an inaccessible location if it was selected via hotkey.
Fixed a bug in Mission 15 where the Boss Phase didn't initiate when the player used the Caviar ability of the Fish Tower.
Towers affected by the damage aura of the Woman Tower now have their damage displayed in green.
Addressed a bug where a tower could be placed in an impassable location if the player used hotkeys.
Resolved an issue where the old mage did not show the challenge description while he was missing (between Missions 12-15).
Fixed the bug when Dino Woman Tower wasn't available at Mission 8.
Play with us,
New Update. Version 1.06 is here now!
Hello there,
The designer and programmer have dedicated significant time to working on the final game boss. It is a technically complex endeavor, and our artist has contributed numerous impressive boss animations and side animations. The effort has been focused on ensuring everything functions seamlessly. Given the boss's substantial size, the animations are extensive, impacting the frames per second (fps), which led to optimization efforts.
The boss itself encompasses three distinct phases. Each phase alters the map layout, introduces new features, removes others, and includes various details crucial for story comprehension. As an example, in the beginning of phase 3, the boss releases the old mage and the boy, allowing them to walk on the road like regular mobs. Players can witness these characters in in-game movies.
After resolving all issues, it appears the boss is nearly ready. We've implemented our ideas with temporary animations, significantly improving the functionality of the boss battle. Our artist is currently working on the final animations, which will be incorporated in a future update. This marks the completion of all content in the game, allowing us to shift our focus to polishing the overall gaming experience.
Changes of Boss 5
Added new animations for the start of Phase 2 and Phase 3 in the Boss Battle.
Introduced the old mage and the boy as mobs that run to the exit at the beginning of Phase 3.
Improved the smoothness of the Boss Tongue movement in Phase 3.
The Boss Tongue in Phase 3 no longer shakes.
Implemented a special animation for summoning mobs in Phase 3.
Provided immunity to all effects for the Boss Tongue part.
Introduced a starting cooldown for the Boss in Phase 3. Previously, all cooldowns were used upon appearance.
Added an appearing animation for the mouth-portal.
Included a new animation for summoning mobs in Phase 2.
New mission.
In Mission 11 of Mode #3, we've introduced a humorous twist. Enemies exclusively emerge from the central portals, circling around before making a dash for the exit after completing two full laps. The catch? Enemies appear continuously, leading to a growing number of foes in the center with each passing second. Players must eliminate them before the circle becomes too crowded, risking the escape of swift enemies. This mission promises a unique and entertaining challenge, reminiscent of custom maps from Warcraft III. As an added difficulty, players are limited to using fewer than four stone towers, particularly effective against groups. Brace yourself for a tough challenge!
Exciting news on the audio front: the game's soundtrack is now complete, ready to be introduced in the upcoming update. As a sneak peek, we're sharing another track with you.
P.S. In response to player feedback, we've adjusted Mission 7 in Mode #2, making it more approachable for everyone. We hope you enjoy the changes!
Bug Fixes
Fixed a missing animation for inactive Bonfire in Mission #13.
Addressed a bug in Mission #12 where teleportation stones activated prematurely.
Visual enhancements for the portal stone portal animation in Mission #12.
Fixed a bug where the Horse mob continued walking if it died near barricades.
Addressed an issue where the Horse could break if stunned during transformation.
Fixed the Target ability of the Sniper, correcting an unintended range bonus.
Resolved a bug where a warrior on Ambulocetus wasn't removed from the screen after leaving the mission.
Fixed a scenario where the New Tower Menu appeared beyond the in-game movie.
Corrected an issue in various missions of Mode 2 and Mode 3 where Tall Bird started moving in large circles.
Fixed a bug where some monsters disappeared after entering the Boss portal.
Addressed an issue where the level sometimes didn't finish after killing the boss.
Fixed a bug where Boss' summoning mob could appear far behind.
Resolved a bug where monsters from the portal appeared far from the designated point.
Fixed a scenario where units could walk inside the Boss's body during Phase #3.
Addressed a bug where the Boss battle could start one wave earlier.