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Genre: Strategy, Indie

Age of Defense

New Update. Version 0.88 is avilable!



Hello there,

This update took a lot of time since we were worked on several massive things: 1) New Skill system; 2) Visual performance of enemy units; 3) Final in-game movies. We did it our best but it took so much time anyway. But we almost finished them. First of all, we found a solution to make monsters look smoother without any FPS loss. We reworked all mobs of World #1. You can check and see how they look awesome.

Secondly, we are finishing last in-game movie right now. We are going to add them all in the next update. We think it will allow to understand main story more fully. After that we will send them to our mate composer to add voice and sound effects. They will be ready much later.

Finally, we made a fundament for new Skill System. We are testing it now. We are going to give access to it with first available skills in upcoming updates. So, expect a lot of new stuff in future updates.


About new mission


We added Mission 7 with New Balance. We added a small but a very cool feature. It is called BBB, Big Bone Barricade. Top path have 3 BBB. Each of them is a usual barricade but 100 times tigheter. So it can hold tons of monsters. That's why tons of monsters appear on the top path. You should imagine that. 20 Big Explosive Stegoflies appear on the last level of the level. For example, only 3 of them appeared in the previous level. So, it will a tough battle.

The bottom path introduces enemies of World #3. Green Dinos are usual mobs. Triceraptors are armored mobs. Bugs are fast and have health regeneration. Blue Birds are weak but have magic resistance and ignore damage from Stone attacks. Armadillo is a mini-boss which appear in the end of level. It is extremely tough and stuns nearby towers every 3 seconds.

Also, Mission 7 introduces a new tower. It is Axe Tower, an upgrade of Arrow Tower Level 2. It has higher damage and attack speed. It is great against unarmored enemy units. Also, it has an access to its base gold ability. It increases damage by 10% with each strike on the same enemy. So Axe Tower can boost its damage up to 300%. It works great against slow enemies. Also it works great with barricades and BBB. It is the reason why Axe Tower appears on Mission 7. Enjoy!


Other game changes


We added final version of Mission 12. You can see how it evolved on the GIF above. Also, there were a few other changes. Also, we added an Easter Egg connected with Red Alert universe.

  • Graphics of enemies of World #1 was reworked.
  • Arrow Tower Level 1 damage was increased from 9-13 to 11-14.
  • Arrow Tower Level 2 damage was increased from 25-31 to 29-33.
  • Sniper Tower Level 3 damage was increased from 79-101 to 79-111.
  • AxeTower Level 3 damage was increased from 57-59 to 69-71. Price was increased from 180 to 215 meat.
  • Fixed wrong animations of icons in the Menu mission and Movie Mission
  • Added smaller version of in-game cursor to prevent FPS loss.

Play with us,


New Update. Version 0.87 is here!



Hello there,

We are adding 6th mission with New Balance in this update. It has a completely remade wave design. A lot of people complained about insane difficulty of Old Balance. New Balance is what you waited for.

We added a small feature to this map. Now, fly mobs appear from 2 hidden spots during the game. We slightly changed boss fight phase. First of all, we added space for 6-9 towers near boss spots because fight last too long in the Old Balance. Boss bug got 125% magic vulnerability. It works good with Ice towers which appear in this level at the first time. Voodoo Tower was replaced with Ice Mage. Also, parameters of Ice tower was changed.

Secondly, we changed types of enemies in the boss phase wave. Now it spawns only bugs and flies during the fight. Parameters of all mobs were changed. Fast Bug now spawns another monster upon death (instead of making an invulnerable mob with short life time). We changed Boss Bug ability. It roars on a group of allies and increases its movement speed. Also, towers get a small range bonus when attacking Boss Bug.

Finally, boss's Cocoon gives meat now. Cocoon's bugs got reduced movement speed but increased health. Cocoon heath and number of bugs now depends on the spot it spawned. For example, top cocoon spot has the lowest health and spawn less bugs (because top path appeared later in the mission and got weaker defenses).



New Interface design


We used basic design for different parts of the interface. Game evolved. We think it's time to make a proper design. There is a list with new design features below:
  • New display of tower attack range.
  • New display for tower building.
  • New font for all text fields.
  • Text in info menu used with bold font and lighter color.
  • Cursor and it's different states.
  • New design for spell casting with an indicator of remaining charges.
  • New size of top buttons. Also, Mini-movie icon was removed from Pause menu


Other game changes


  • Ice mage damage increased from 95-99 to 145-151. Attack speed improved from 2.25s to 2s. Duration of slow reduced from 15s to 10s. Price increased from 200 to 225. Also, he changes targets with every shot (to slow much enemies as possible).
  • Bonus to enemy resistance at Hard/Nightmare changed from 0%/5% to 5%/10%. Lives at Hard/Nightmare changed from 25/10 to 30/15.
  • Condition of Mission 1 achievement changed from 10 to 4 minutes.
  • Added alternative scenarios for Mission 1-3 if player has already completed them (No old mage appearances and hiding a start wave button).
  • Big Stegofly mob (Mission 6) now damages barricades upon death.
  • Towers get an extra attack range while attacking Boss Bug (Mission 6).



Bug fixes


  • Fixed the bug when big monsters didn't damage barricades.
  • Monsters leave blood upon death in Mission 1.
  • Fixed the bug when Spear Towers missed a lot against Bug Boss in Mission 6.
  • Fixed the bug when Spike trap showed wrong value upon activation.
  • Visual fixes of Boss Bug
  • Opening Mini-movies menu or System menu during the game turns the pause on.
  • Boss Bug regeneration works properly now.
  • Enemy preview in the Start Wave Button works properly now.

Play with us,


New Update! Version 0.86 is available!



Hello there,

New skill system and Mission 6 with New Balance are still in the progress. So today we add a lot of other good things. First of all, we added scenarios to first three missions of the game. We want to keep the idea of "no single word in the game", but we agree what the game can be confusing sometimes. We have a lot of ideas in mind how to solve it. And we added some of them in this update.

Scenarios


First level could be confusing for new players, because it gave so much new stuff for a short period of time. We left a wave filling untouched but added pauses between them and special conditions prior starting new waves (like build a tower, cast a spell). Also, we drawn 3 sketches of the old mage animations who points at certain things in the game. It should help players notice new elements.

In the Mission 2, Meteor spell is auto casted on Wave 3. After that slow motion turns ON for 6 seconds to help a player cast another Meteor spell. Similar things happen in Mission 3 when barricade wall appears right in front of a huge group of insect mobs and block their way.

There won't be any scenarios and tutorials after Mission 3. We want to give players freedom in completion of the game. We think tutorial will help new players to understand main game mechanics. We need your thoughts. Please replay first mission if ytou have time (it takes 6 minutres) and tell us your opinion.



Interface and other changes


We have a plan for a huge interface redesign. It will be awesome. We promise. For now we add 2 things. First one is a new Start wave button. It looks incredibly great. Cool animation of bones show how much time left before new wave starts. Also, we added a bonus for players who starts wave earlier. Now it reduces cooldown of all available spells on 1,5x of remaining time. We don't want to give a meat bonus like in Kingdom Rush, because it fits bad in our game setting. Giving meat for starting wave earlier??? Seems strange. If i won't be enough we will think about something else. You can help us with your ideas as well.

Another thing is new spell buttons. We added hotkeys for all spell. Hotkey letter is a background icon of a spell. Interesting design, isn't? Also, we added a number of available charges for all spells. Finally, barricade can be cast several times (like Spike trap) now. These changes should make battle time is more engaging. We tested it, hotkeys are very useful.

Game changes



  • Added 4 seconds pre-activation time for Spike trap. It gives an extra pleasure to use this skill, also it fits better to its origin.
  • Meteor center damage radius was slightly reduced. Cooldown was reduced from 80 to 90.
  • Added 50% spell resistances to mini-bosses in Mission 1,2.




Bug fixes



  • Fixed the critical bug when players lost lives with no reason on Mission 9.
  • Fixed the bug with a black screen on Mission 7.
  • Fixed the bug when 1 spike could damage several enemies.
  • Fixed the bug when Spike trap damaged big monsters several times.
  • Fixed the bug when some enemies could get stuck in the start of the road on Mission 2.
  • Old mage shows proper tablet when user completed achievement. Also, we added 3s
  • Fixed the bug when
  • Visual fixes in the Pause Menu.
  • Fixed the bug when animation of spell recharging was shown incorrectly.
  • Changing game difficulty in the game menu now shows right info about achievements completion.
  • Removed wrong shadow animation when the old mage shows a tablet with an achievement.
  • Towers has a right order in Mission 1 now.
  • Fixed the bug when game scenario (first 3 missions) could be broken if player left and started another mission.
  • Fixed the bug when shadows (given during a jump from the water) remained on monsters if player used 2-3x game speed setting
  • If enemy has spell resistances, damaging it with spell will show reduced numbers of real damage.
  • (Patch #1) Fixed the bug when trap hotkey didn't work on Old Balance maps.
  • (Patch #1) Fixed the bug with visial bug of mini-movies menu.
  • (Patch #1) Fixed the bug when Start buttons weren't shown on certain maps (Missions 6-15).


Play with us,



Major Update! Version 0.85 is here!



Hello there,

In this update we added redesigned menu mission. Icons of World #5 were moved to the right. Their appearance should be a surprise for new players. The small icon with horns in the bottom is "Change Mode" button. After a player completes the final level he will be able to click on it to turn whole menu to another mode. We show an example how it looks in the previous news. There will be 3 modes, so the game will contain 45 missions in total. This option comes when Mission 15 (New Balance) will be added to the game.

Left bottom icon will open Skills menu. It should be available after completion of third mission, but it is not done yet. We are working on it. It comes soon. More info about skill tree you can find in the previous announcement.

We introduce Challenges mechanics (similar to Star Achievements in Warstone). The old mage will show a tablet with several pictures. It is a requirement which players should achieve to complete Challenge. Mission icon changes to a cooler one. Also, it will reward with 1 skill point when Skill system will be in the game. Challenges are available for first three missions now.



Mission 4 & 5 of New Balance


We are keeping working on whole game redesign. We made a lot of gameplay changes in the World #2 and units' parameters. In overall, enemies got weaker but appear in larger numbers. A lot of mobs has got certain vulnerabilities to encourage player use different towers.

Entrances of Mission 4 were moved closer to the center to remove time when enemies just walking being not attacked. Balloon mob was moved to Mission 5 and replaced with Fly mob. So, Mission 4 become the first mission with flying enemies. Also, it is the only one mission with oncoming traffic. Perfect mission to introduce Stone Tower 3 and show its weaknesses.

We added 2 pools in Mission 5. Enemies appear there but can't leave it. They regenerate their health while they are inside of the pool. We added "Eating immobile thing" from old Mission 2 into this mission. Now it just eats enemies and spits out in other place. Basically this mission contains just one but very long road. So, it would be wise to use long-range Arrow Towers Level 3 and buff them with range buff of Woman Fish Tower. Dragonfly mini boss appear in the end of the stage. In overall, Mission 5 became one of the coolest game of the game because enemies are visually everywhere.



Barricade spell changes


We added new spell "Barricade" some updates ago. We still think it is a good addition to the game, but it was fairly unbalanced. So, we redesigned it. First of all, we added a special parameter for each enemy in the game. It shows how strong mobs damage the barricade. So, small enemies do small damage, big enemies destroy a barricade within 5-7 seconds. It adds a lot of strategy possibilities of defeating enemies. Also, enemies now starts damaging a barricade early and damage increases the longer they stay nearby.

We added Mold feature to prevent users from stockpiling barricades in the end of the path and motivate to use them in battle. If a barricade doesn't get any damage for 4 minutes it gets Mold debuff which slightly damages it.

Other game changes



  • Spikes damage was increased from 50 to 75. Max stack amount was decreased to 5. Cooldown was slightly increased. Now Spike traps lay on the ground for 240 seconds (it was 45 earlier). So, players can plan better defenses.
  • Meteor damage was increased from 95 to 125. Now it deals 250 damage in the center of the area. Cooldown was changed to 80 seconds. Stun duration was slightly reduced.
  • Added "%" symbol in the resistances & vulnerabilities info menu.
  • Price of Woman Tower Level 1 & 2 was decreased.
  • Area of splash damage was increased for all Stone Towers.
  • Attack speed of Stone Tower 3 was changed from 4.45s to 4s. Damage was decreased to remain same DPS.
  • Added preinstalled Arrow Tower in Mission 1. Preinstalled Arrow Tower in Mission 2was replaced with Mage Tower. Some waves were changed to improve gameplay and overall game understanding.




Bug fixes



  • Fixed the bug when some preinstalled towers couldn't be upgraded.
  • Fixed the bug when Woman Tower couldn't be upgraded to higher levels on certain missions.
  • Woman Tower Level 2 uses stun ability properly now.
  • Fixed the bug when a spike trap didn't triggered upon enemy movement.
  • Fixed the bug with Black screen on Mission 5
  • Fixed the bug when Electric Fish left visual bugs upon death.
  • Sound volume setting now affect volume of cartoons.
  • Fixed the bug when Evolution Mob didn't get difficulty HP buff upon transformation.
  • (Patch #1) Fixed the bug when "Skills/Level up" button is not clickable if "old balance" is selected in the 0.85 version.
  • (Patch #1) Fixed the bug when icons in the mission menu were displayed wrong after changing a game difficulty.
  • (Patch #1) Missions 13,14,15 are not visible for new players now.


Play with us,



Development news #14



Hello there,

We finished rethinking of current skill system and proudly present new skill tree. We decided that the idea of learning skills each mission each mission wasn't great. So we decided to use a different approach. We designed a huge skill tree. It contains 120 skills. Half of them give simple bonuses like extra damage, attack range and etc. Another half opens Level 4 towers, special abilities for high level towers, spells upgrades (and new spells) and global upgrades like chevrons ( gets extra damage after killing certain amount of enemies).

This is a just preview. Skill system will appear in future updates.



Players will get skill points after mission completions. We plan to add second and third mode for each of existing 15 missions to extend game progression. So player will be able to learn only about 40% of skills after completion of the main story. Since a lot of players of Warstone complained about inability to learn all skills after completion of the game, we decided to implement such feature in AoD.



Also, we plan to add special requirement for each of 45 levels. Like complete the mission without Stone towers or using no spell (similar to stars mechanics in Warstone). Completion of these requirement will reward players with extra skill point and will change a mission icon to the cooler one.

Also, as you can see we changed menu a little. Icons of World #5 were moved to the right. Finally, the old mage will change his appearance when a player will push mode button.

We plan to add redesigned World #2 with New Balance, reworked visuals and some new map features in the next game update. We will add new menu with new icons and achievements for first 3 missions. Skill tree comes later. It requires a lot of work.

Play with us,




Major Update. Version 0.84 is here now!



Hello there,

We added the final story mission in this update. This is the reason why it took so much time. This level contains A LOT of new features. This is supposed to be the grand boss battle of all boss battles in all TD games. We hope players will get great experience by playing this level (after we add final graphics). For now it is just interesting. Mission 15 contains 3 phases.



Phase 1 is a classic mission with 2 small features. One road leads to the screen corner. It is the way to lose lives and lose a mission. Another road leads to the hole. Enemies who gets there do not take your lives, but feed the ancient worm instead by themselves. It increases health of the Boss in Phase 3.

If the ancient worm doesn't get meal for some time, then it screams and covers towers in the middle area with snow cocoons. Towers got stunned until a cocoon is active. Cocoons have a lot of health, so they can entirely disable your defenses. Players should balance entire game between killing enemies or letting them reach the hole to keep the ancient worm calm. Kinda unique experience in TD games.



Phase 2 starts when all waves are finished. The ancient worm and Bird Boss (from World #4) mutated into a huge mutant. This is your main enemy now! To pass Phase 2 you need to destroy 7 orange eggs and destroy the boss head.
When an orange egg dies it spawn a strong wave of egg-like mobs. These eggs transform into strong creatures upon death. Also, the worm spawns strong yeti waves which get stronger with each minute. So, if player won't destroy all eggs as soon as possible and the head in time he will lose.



After that the hardest part starts. Initial boss health on normal difficulty is 350'000 health points. This amount is increased with the game difficulty and how much enemies were leaked into the hole in Phase 1. For example, developers faced the boss with 588k health points! By the way, the first enemy in AoD universe had only 25 health. So, the boss is really tough to kill.

Boss in this phase is the mutated tongue of the ancient worm. He moves very slow towards an exit. It eats people on towers and produce different mutants. It has fear aura which lower attack speed of nearby units. Finally it perform global stun ability every 15 seconds.

Boss spawns infinite waves of mutant waves from a tentacle in the right side of mission. When enemies from this path reaches the Boss when they will teleport to the place in front of him. So, the closer the boss to the end, the tougher the fight becomes. Player should use all his AoD experience to deal with it. You can do it.



We added 13 mobs special for this mission. So, we hope, you will enjoy it. And it will be the great end of Age of Defense journey. Yeah, you will see the final cut-scene, it is also pretty funny.

Finally, we added a new menu, Mini tutorials. Players will get notifications during the game what they have unlocked new mini tutorial. It is a small cartoon movie which explain some game mechanics. We have started with 5 of them and will add more in future.



Also we want to share with you our next plans. First of all, we are going to replace current skill system with a huge skill tree. And we will add 3 modes for each mission. Finally, each mission will get unique requirement (an achievement) like in Warstone. After that we will add New Balance for the rest of the game. Wait for the announcement. We will post update preview soon.

Play with us,




Major Update. Version 0.83 is available now! + #Patch 1



Hello there,

When we released AoD at the first time, it had only 6 missions. So, to make the game worth to buy, we tried to make these levels longer. But levels which came after this became long too. For example one of last levels require 30-40 minutes to beat it.

We reconsidered our vision of the game, so we would like make story campaign shorter. To let people feel the story. Also, the game requires some changes and addition. We made waves smaller and more clear to understand. We added some sort of intuitive scenario which helps user understand how things work

So in this update we bring Old/New Balance button.



Old levels are still available. We will add the last mission in the next update. And it will be kinda complete Alpha version of the game.

But we want to make the game better and we will do it in the New Balance. Old Balance won't be changed and later it will be cut from the game. But it will be available in the Artbook DLC.

We added first 3 missions with New Balance. In addition of wave fulfillment, We slightly changed visuals of missions, added more special effects, changed road paths and etc. In overall we brought map visuals to the final state.

Next feature is the new Trap skill system. Like we tested earlier in the test level. It has up to 10 charges and you place one spike per one click. You can kinda draw them on the road.

Barricade spell appears on Level 3. It is on obstacle for enemies. You even can entirely block the road. In future updates we will improve barricade mechanics for more parameters. All 3 available spells offer great freedom of interfering enemy plans.

Another feature which appears on Level 3 is a tower limit. We added Girl Tower Level 0. It does nothing, but increases limit by 3. This feature add some strategy to the game and motivates players to use Girl tower more often. They are extremely useful even on Level 3.



What's next?


In the next updates we are going to add next features:


  • Finishing of the World #1. We will bring mobs to the final state. Also we are going to fix other graphic bugs.
  • Complete rework of Barricade spell. It will become more strategic option.
  • We are going to add mini movies which will help players to understand basic game mechanics.
  • We are going to add last 15th story mission with the Old Balance. Player could see how the story ends. This mission contains a lot of new mechanics and it is really fun to play.
  • New skill system. Player will earn Skill points by completing levels and getting achievements. There will be a skill tree with a lot of bonuses (similar to Warstone, but shorter version).
  • Yeah, there will be an achievement for each mission (like in Warstone). Also, we will add extra mods each mission in future.
  • Finally, all Level 3 & 4 towers will get special abilities which can be bought with Meat or achieved with skill points.




Bug fixes and other changes.



  • Fixed critical bug in Mission 5 and Mission 9 when player could lose lives for no reason.
  • A lot of visual fixes of World #1
  • Fixed buttons in the setting menu
  • Now you can see stats of Boss parts in the Level 3


Bug fixes of Patch #1



  • Fixed the critical bug when towers could disappear.
  • Fixed the bug when players couldn't use skills in Old Balance.
  • Fixed some problems which couldn't allow players to finish Level 14. Also added system message if some of enemies got stuck.
  • Fixed bonfires in Mission 13.
  • Fixed the bug when enemies of Mission 14 had wrong characteristics. Also some abilities was fixed.
  • Sloth mob at Mission 14 now gives reward. Health of Sloth was reduced from 7500 to 5500.
  • All start buttons in Mission 14 should be visible now.
  • Ability of Pink Sponge mob was fixed (Level 3).
  • Fixed the bug when Ambulocetus could be moved with Meteor spell on Level 14.
  • Activation button of Ambulocetus ability was changed.


Play with us


New Update. Version 0.82 is here!



Hello there,

First of all, we finally added another story mission. It is Mission 14. This map have 4 entry points and should be really tough. There are 2 special mechanics. One is yellow plants which appear at 10th and 20th waves. They buff nearby mobs for a health bonus. Another is an iced ambulocetus, a huge ancient alligator. You need to build Axe Tower on the small island near it. It will breaking the ice. After that you can push ability button to command Amby to eat enemies in front of him. Huge damage!

A lot of new enemies with new abilities appear on this map. There is a carrier-kinda mob with small air minions. There is a magic sloth with 2 auras. There are Necro Yetis and Yeti Bone Cars. Finally, there are stags with ballon mob similar ability (from World 2).

We tested this map and it feels pretty fresh. Enjoy!
One more mission is left to come.



We added 4th game difficulty. Basically, we made current third difficulty setting as current fourth and put extra between them.

We made special intuitive tutorial/scenario for new players. We received reports that players got confused in 3 buttons (main menu). So we added tiny animations for Start Game and Start Mission buttons. We blocked an ability to chose game difficulty until a playe passes the first level. it appears with same tiny animation and open a special menu for choosing a difficulty setting. We hope these changes will make the game more understandable for new players. More improvements come soon.



We added final visuals of Mission 11. Improved paths, added high-res objects and special animations. This level has a portal feature. Now these portals have cute animations, so the level feels really cool.



Bug fixes and other changes.



  • Fixed critical bug with TallBird mob from Missions 11 & 12 when they weren't moving.
  • Steam Achievements are working now again.
  • Volume of the attack shot of the Axe Tower was reduced.
  • Pressing ESC in the battle opens Pause menu now.
  • Returned missing video with Battlecruiser Logo (it was the reason of the black screen at the start of the game).
  • Returned other game movies.


Play with us


New Update. Version 0.81 is available!



Hello there,

We had some difficulties with the development process during last few months. We did our best, so we hope to deliver new updates more frequently.

In this updated we changed Sniper tower. Added dramatically more attack range and slightly reduced attack speed. Also, we added final versions of 8th and 9th missions. They have animated visuals, Easter Eggs and etc. So if you wanna understand how the game will look at the release then check for 7-10 missions.



Bug fixes



  • Fixed the error window with Bug Boss at 6th mission when he performed roar ability.
  • Fixed the error window at 13th mission when Mammoth Mutant appeared (the end of level).
  • Auras now work properly. We were broke after 0.80 update.
  • Fixed the bug when game speed setting returned to default after pressing pause.



What we are going to do next



  • We are going completely remake game balance of all missions. So we will add option to change new version of the maps to old until we will make all 15 levels. Levels will be shorter and easier. We will changed parameters of all enemies. Most of them will get vulnerabilities
  • We are going to make the game more understandable for new players. We will add hints, animated tutorials and etc.
  • 14th and 15th missions comes as demo version in the next updates. We have already chose monsters and game mechanics for all World 5. It is awesome. Final boss is extremely cool.
  • We will keep adding final visuals. Animated version of 11 and 12 levels are ready. We are going to put them in to the game soon.
  • Proper game testing and bug fixes.

Stay with us


Major update. Version 0.80 is here!



Hello there,

We are continuing the work on the game. We have told about an idea to change current magics mechanics. So, in this update we added the test level. It is complete copy of mission 3 but default magics were replaced. Spike Trap was replaced with individual Spike. It has higher damage (100 instead of 35), has 10 maximum stacks and can be placed several times in a row by holding left mouse button. So, basically you can draw using spikes. We have tested. And it is more fun to use new spikes.



Barricade is another magic we added. Player can put it at any free place on the road and mobs can't walk through it. Player can place several barricades and even completely block the path. Barricade has HP and gets damaged by nearby enemies. The longer they stay near barricade, the faster it falls.

The idea of barricades looks great but it has serious flaw. Path-finding of the game wasn't supposed to be played with serious obstacles. So it can work wrong in certain circumstances. For example, there are can be situation when enemy got stuck near barricade when it can get around an obstacle, so it could feel strange, feels like a bug. To fix it, we have an only option to completely change path-finding system. But this task is global and can take too much time. So we are not considering it such as option. We are considering to use barricade with such flaw or do not use at all.
What do you think? Do you like the idea of barricades.

if we approved barricades, we will make what smaller mobs do smaller damage and big mobs can destroy barricade in a few seconds. Also, we are considering the option to upgrade with skills and etc.

We temporarily removed Stone Strike, but we are going to keep it in the game.

So we really need your opinion. Please check Test level. It is opened after a player passes Level 3. Just give it a quick play and tell us how the game feels with another spells.



Our artist finalizing the art we have already approved. So today we have added finished version of 10th mission with map animations, cleared roads and another Easter Egg.
In our opinion it looks great. What do you think?

Also, we edited missions of the World #1. We polished places where player can/can not place towers, removed situations when enemies visually could get out of road borders. Also we fixed situations when enemies were looking at the wrong side during walking.

We rescaled all World #1 mobs and changed their physical size, so it should feel more realistic now.
Our game designer is working on complete re-balance of whole game. It should come soon.

Stay with us.