Cubelander cover
Cubelander screenshot
Genre: Strategy

Cubelander

V1.3 COMING SOON

I'm sure you've all been asking

"Where have you guys been? Did you stop developing Cubelander?"

We've been working hard every week on Cubelander behind the scenes, and have made massive changes to the game, polishing up the game so when v1.3 rolls around, you'll have access to TWO new defenders:

The Empyrean - A divine warrior that fires incinerating blasts at enemies. Very tanky, with a shield when damaged

The Restorer - The protectors of Symmetria, able to heal your defenders in combat, firing huge leaf blasts of true damage at enemies

We've also been re-doing some of the OST, and adding immersive sound effects to our game. While we're at it, we've been working away at tutorials

V1.3 is almost done, and we can't wait to share it with you all

Thanks for supporting and playing Cubelander over the months!

- Anthony
Lead Developer of Cubelander

V1.2.2 QUALITY OF LIFE PATCH



Hey everyone, we're here to bring you V1.2.2, a small QOL patch that adds a new XP system and fixes some bugs! Here are the changes below:

Main Changes

  • Added a new stats button (show below) in the main menu, showing the player stage clears on each difficulty and their commander XP. Level up all the way up to Level 100! (We still haven't decided what rewards to give to you for reaching certain levels, let us know what it should be!)
  • Cryonova's bossfight has been reworked in a more challenging way... Good luck!
  • Quite a few bugfixes that will make your Cubelander experience way more pleasant!




Thanks for playing - we'll be working on v1.3 while you do that...
- Hyperreal Games

(Full Changelogs listed below)







Full Changelogs



Stats Menu



  • Check out all of your level completions from Normal to Invictus Mode with this new menu
  • You'll now gain XP for killing enemies and completing levels to increase your commander level. Try to level it up to Level 100!


Bugfixes:



  • Mrithus will now properly use attacks as intended
  • Fixed the level select displaying 'Wall' defender twice
  • Lv1 Core should no longer generate money (It wasn't supposed to in the first place)
  • Fixed core upgrade buttons being enabled when you couldn't afford the upgrade
  • Core upgrades now properly trigger inflation on Prestige Mode
  • Performance and stability improvements


Boss Adjustments:



Mrithus ->
- AI Bug Fixed (should now properly attack in this update)
- AI is more predictable and now follows a preset attack pattern
- Phase 2 HP increased from 150000 to 250000
(Developer's notes: Making Mrithus's AI more predictable to ensure a more consistent and enjoyable fight, and increasing Phase 2 HP to make sure players aren't killing it too fast)

Cryonova ->
- Now more aggressive as it loses health
- Now summons many more Mininovas as it loses health
(Developer's notes: Cryonova spent quite too much time doing... nothing during the bossfight, especially on lower difficulties. While we understand that she's really difficult in Prestige and Invictus mode with her 3rd phase, we don't want to make the bossfight "free". Buffing her to force the player to be more proactive in this bossfight.)

Enemy Adjustments:



Deathgripper ->
- Speed decreased from 1.4 to 1.3
(Developer's notes: Deathgripper is a bit too fast and on later levels, where there are many waves are too frustrating to play against. Nerfing its speed to give the player more time to react.)

Diplomat ->
- Armor/Magic Armor buff capped at 12 Armor/Magic Armor (from 15)
- Buff CD increased from 0.10 seconds to 0.12 seconds
- Buff radius decreased from 33 to 25
(Developer's notes: Now that true damage in this game is significantly more limited, Diplomat's ability is too overwhelmingly, especially against newer players. Reducing the armor gains from enemies should hopefully make it less frustrating to go up against.)

Vexator ->
- Now deals more damage to cores when let through
- Health decreased from 4600 to 4400
(Developer's notes: A strategy found in playtesting was that we would often just leak Vexators because they barely did any damage to cores and were too much of a hassle to stop. We believe that the Vexator should be a high threat enemy that can go berserk if left unchecked, so we made it significantly more costly to let one through.)

Underlord -> (Only appears in Overlord Bossfight)
- Health decreased from 8000 to 7500
- Speed increased from 0.1 to 0.4 (Buffed speed will be same as previous)
(Developer's notes: With the v1.2 defender rework, Underlords are too slow and ineffective during the bossfight to pose a real threat to the player. Changing this accordingly.)

Mutant ->
- Attack range reduced from 70 to 45
(Developer's notes: Mutants would often not move from their cores and snipe defenders from afar, so often their retreat ability remains unused. Reducing its attack range so players have more of a chance to see the abilities of this enemy.)

Voidling ->
- Health reduced from 7500 to 7250
(Developer's notes: Voidlings are a bit too strong to go up against, even though they appear in only 2 levels currently. Nerfing them a bit.)

Maniac ->
- Size of model increased
- Speed reduced from 2 to 1.75
- Attack increased from 45 to 56
- Health increased from 235 to 300
- Now gets a burst of damage reduction when enraging
(Developer's notes: These adjustments were made so that maniacs would not be instantly killed before they are able to fully enrage, but also reducing their speed so that the player has more time for counterplay.)

Tower Adjustments



Ballista ->
- Damage p/shot decreased from 32/56/75/90 to 29/53/72/87
(Developer's notes: Ballista is a bit too strong on Invictus Mode, given it has very long range and doesn't consume energy. We're going to decrease its damage slightly, this will impact the early levels more, which should hopefully prevent it from being too dominant on Invictus Mode.)

Frozen Shot ->
- Range adjusted from 25/30/35/40 to 32 flat
- Freeze on-hit duration increased from 1.4/1.7/2.0/2.3 seconds to 1.5/1.8/2.1/2.5 seconds
- Damage p/shot increased from 77/135/178/266 to 82/140/183/271
(Developer's notes: Frozen Shot has been left in the cold for a while... and underused. Turns out taking away its main ability of freezing enemies left it completely useless. Partially reverting the previous nerfs.)

Frostfire Laser ->
- DPS increased from 85/180/295/400 to 90/185/300/405
- Burn points p/tick increased from 1/2/3/4 to 2/3/4/5
(Developer's notes: Frostfire Laser has also been left in the cold for a while! But nowhere near as bad as Frozen Shot, so we're giving it a small damage bump.)

Defender Adjustments



Titania ->
- Cooldown reduced from 23 to 21 seconds
(Developer's notes: Titania's cooldown is pretty... long, which prevents it from being viable on autospawn. Reducing its cooldown should hopefully make it stronger.)

Wall ->
- Health reduced from 120 to 110
(Developer's notes: Wall's still a bit too strong for Cubelander, so we're going to trim a bit of health from it!)

Infantry ->
- Cooldown reduced from 5 to 4 seconds
- Health reduced from 50 to 45
- Attack increased from 4 to 6
(Developer's notes: Infantry has been left a bit underwhelming for early game, so we're going to buff its attack, but nerf its survivability so it can't be used in conjunction with Wall to infinitely stall enemies.)

Mage ->
- Cooldown reduced from 7.5 to 7 seconds
(Developer's notes: Increasing the spammability of mage should hopefully allow it to be used more often in later levels!)

Barbarian ->
- Cooldown increased from 10 to 12 seconds
- Health decreased from 125 to 115
- Attack increased from 20 to 23
- Bullets explosion radius increased from 0 to 3 (Now deals area damage)
- Heal p/second reduced from 6 to 5 seconds
(Developer's notes: The Barbarian feels a little bit underwhelming in the later levels, where many enemies are being spawned at once. We're going to buff it a little bit for late game, but also reduce its spammability to prevent it from being too strong.)

Paladin ->
- Bullets explosion radius increased from 4 to 6
- Health increased from 350 to 375
(Developer's notes: Paladin has been a bit too weak for its expensive price and long cooldown, so we're going to give it a bit of help to make it more worth using!)

V1.2.1 Cubelander Mini Update



Hey players, we're back with another small patch before a larger update.

This update aims to fix a bunch of bugs you've all been facing with the new update, tweak a bunch of overperforming towers and defenders, and make some quality of life adjustments!

Also, did we mention a new defender that's being added?

Enjoy!
- Hyperreal Games

(The full patch notes are listed below)

CHANGELOGS:



NEW ADDITIONS:



- New defender, Titania added to the game, a defender with VERY high armor that can withstand a lot of physical damage!
- Endless Mode now displays the waves survived after you lose. Defeat panel in endless mode renamed to Game Over.

BUGFIXES:



- Defender select icons now updated
- Updated some defender icons in level select
- Hid unreleased content in level select
- Energy Pylon now mentioned in game as Energy Pylon instead of Energy Generator in all instances.
- Core upgrade button is now properly greyed out when applicable.

BALANCE CHANGES:



Systems:



Armor Penetration -> (This only applies to Ballista and Hydra Cannon, keep in mind ArmorConsidered is 100% by default, and is reduced by Armor Penetration. For example: 20% Armor Penetration = 80% Armor Considered)
- New calculation is "finalArmor = 1 + ((Armor - 1) * ArmorConsidered)" from: "finalArmor = Armor * ArmorConsidered" when enemies have more than 1 armor
(TLDR, Armor Penetration is less effective, but this calculation should make more sense. Armor Penetration will now only deal more damage to enemies with more than 1 armor)

Defenders:



Infantry ->
- Cooldown reduced from 5 seconds to 4.5 seconds
- Attack increased from 3 to 4
- Health reduced from 55 to 50
(Developer's notes: Infantry is a bit too powerful at tanking enemies in the late game, but we don't want to deprive early game players of usable defenders. So we're going to give it some more attack damage, but make it less tanky and spammable)

Mage ->
- Health increased from 45 to 65
- Cooldown decreased from 8 to 7.5 seconds
(Developer's notes: For the last defender to be unlocked, the Mage is pretty lackluster in almost every aspect. We're going to buff its tankiness, and spammability, as it had troubles getting to enemies before being killed.)

Wall ->
- Cooldown increased from 5 to 5.5 seconds
- Health decreased from 125 to 120
(Developer's notes: Wall is becoming... a bit too much of an instant-win button, that completely outclasses every other defender when spammed. Going to nerf it to give the other defenders a chance!)

Ranger ->
- Cooldown increased from 5.5 seconds to 6 seconds
- Health decreased from 60 to 55
- Attack decreased from 26 to 21
(Developer's notes: Ranger has been making early-game a bit too trivial, especially after the v1.2 Update. We're going to revert partially its buff to keep it in a more balanced state)

Zapper ->
- Disorientation time on death increased from 2.7 to 2.8 seconds
- Death damage increased from 115 to 125
- Health increased from 5 to 25
- Cooldown increased from 12 to 14 seconds
(Developer's notes: Reducing the speed at which Zappers can be autospawned, to make them more of an "emergency use" for when enemies get too close to the core, and you need something to buy you a few seconds of time)

Enemies:



Voidling ->
- Speed decreased from 0.5 to 0.4
- Health increased from 6800 to 7500
(Developer's notes: Minor stat adjustments to the Voidling to make it more of a tough slow enemy)

Trojan ->
- Dash distance reduced by 66%
- Health increased from 135 to 285
- Speed decreased from 2.3 to 2.2
- Now gains damage reduction while dashing
(Developer's notes: After v1.2, Trojan's dash ability became too powerful as it was able to dash through defences, now given defenders are more common. This was completely unintended, so we're going to significantly scale back on the dash ability, but compensate buff it in other aspects, which should lead to it becoming a healthier state compared to v1.2)

Deathgripper ->
- (INVICTUS) Dash distance reduced by 66%
- (INVICTUS) Now gains damage reduction while dashing
- (INVICTUS) Invictus Mode Health increased from 8500 to 9500
(Developer's notes: Same as Trojan, but this change only applies to Invictus Mode)

Legion ->
- Health increased from 3500 to 5250
- Attack increased from 46 to 63
- Attack speed decreased from 0.6 to 0.3
- Explosion radius increased from 6 to 12
(Developer's notes: Gave the legion some epic bolts to fire, rather than the default bullet. The Legion will now hit harder, but fire slower. Beware defenders!)

Mutant ->
- Health increased from 465 to 485
- Speed increased from 0.9 to 1
(Developer's notes: After v1.2, Mutants have been left pretty weak, and not threatening enough. Buffing accordingly)

BOSSES:



Overlord ->
- Defender kill attacks will now have an explosion radius of 12 (from 0)
- Now more aggressive when under 33% health
(Developer's notes: Overlord's defender kill attack became pretty ineffective after v1.2, with autospawning defenders. Fixing accordingly)

Towers:



Ballista ->
- Now fire arrow projectiles rather than balls of energy
- Range nerfed from 65/75/85/98 to 60/70/80/90
- Armor Penetration increased from 20/25/30/35% to 22/28/34/40%
- Explosion Radius decreased from 9 to 8
- Fire rate adjusted from 1.6/2/2.5/3.2 to 1.8/2.2/2.6/3.0
- Damage p/shot increased from 22/43/67/90 to 32/56/75/90
(Developer's notes: What kind of ballista doesn't fire out arrows? This patch should fix that! And a few tweaks to put the Ballista in a more balanced state!)

Cube Reactor ->
- Energy Generation cap p/hit increased from 6 to 8
- Energy Generation reduced from 1 p/2 enemies to 1 p/3 enemies
- Damage p/hit increased from 6/10/14/18 to 6/11/16/21
(Developer's notes: The last patch to the Cube Reactor left it in a pretty sad state, so we're going to give back some of its DPS, but revert its energy generation p/enemy to prevent it from replacing the Energy Pylon)

Radar ->
- Laser Overclock damage reduced from 100% buff to 80% buff
- Eco Towers overclock buff (Cookie Oven, Energy Pylon, Cube Corp) increased from 60% buff to 70% buff
- (BUGFIX) Defenders now heal for 6% of their maximum health rather than 0.6%. Defenders no longer heal 1 extra health than intended.
(Developer's notes: A few bugfixes to the Radar, and a small adjustment to the overclock buff to ensure the buff to all towers is about the same level)

Sludge Cannon ->
- Fire Rate decreased from 0.18/0.20/0.22/0.24 to 0.18/0.19/0.20/0.21
- Range decreased from 65 flat to 60 flat
(Developer's notes: Although we'd still like to preserve Sludge Cannon's niche as an AOE tower that can slow crowds, we're going to slow it's fire rate so that it does not completely replace other towers such as the Cube Beamer or Frostfire Laser)

Hot Shot ->
- Damage p/hit increased from 24/31/39/46 to 25/32/40/49
(Developer's notes: Hot shot is a pretty pitiful state right now, so we're going to give it a slight damage bump so that it's not completely useless)

Hydra Cannon ->
- (NEW) Now has 15% Armor Penetration
- Energy Cost increased from 15/18/21/35 to 15/22/28/35
- Damage p/hit increased from 71/139/196/255 to 78/148/205/263
(Developer's notes: For an expensive tower with high energy cost, Hydra Cannon has been underpefroming, especially as more enemies have armor compared to the Purifier's magic damage. Giving it a bit of armor penetration and some all around buffs should help it become a more viable choice when compared to other expensive towers)





V1.2 UPDATE CHANGELOGS

V1.2 CHANGELOGS



Here's the full changelogs for the new version, v1.2! Have a read below -

Major Changes:

  • Defenders are now spawned from cores automatically and can spawn over time. They now have individual cooldowns. Added limit for summoning defenders.
  • Cores can now be upgraded to level 8, each bringing more health, defender spawns and resource generation. They also have a new model.
  • Most enemies and defenders have better graphics, tower tiles have been reworked!
  • You can now select your defenders to bring into battle, alongside your towers
  • Added the News section where you can see latest update notes.


Minor Changes:

  • Added some Advanced tips in the tutorial section
  • Loading screen tips improved!
  • Fixed bug where the tutorial was unlocked until you beat Ethoria (LOL)
  • You can now use previous loadout and clear your loadout in one click in arsenal select. By default, tower select will use your previous loadout


Balance Changes:



ENEMIES



The individual changes to each enemy will not be listed (there's too much to list!). But generally, as defenders are now more useful, and are spawned more frequently, all enemies have gotten a health, speed and attack buff. (The game should be still about as hard as before)

TOWERS



Ballista ->

  • Got a visual makeover!
  • Fire Rate: 1/1.3/1.5/1.7 -> 1.6/2.0/2.5/3.2
  • Damage p/shot: 50/80/130/200 -> 22/43/67/90
  • Explosion Radius: 7 -> 9
  • Range: 50/75/125/200 -> 65/75/85/98
  • New EFFECT: Projectiles now ignore 20%/25%/30%/35% of the target's ARMOR. (i.e. If a unit has 1 armor, they will be treated as if they have 0.8/0.75/0.7/0.65 armor)

(Developer's notes: Previously, the Ballista was in a pretty sad state, and looked horrible in-game. We've decided to make the ballista more unique, by making it more of an ACTUAL ballista. We've redone its model and projectiles, and gave it some armor piercing for dealing with those pesky juggernauts)

Cube Launcher ->

  • Damage p/shot reduced from 12/23/35/50 to 12/19/30/46

(Developer's notes: When Cube Launcher is too strong, early game is free. Nerfing to make early game not free!)

Cube Beamer ->

  • Energy cost reduced from 1/2/3/5 to 1/2/3/4
  • Range increased from 20/25/30/30 to 30/33/36/40
  • Slow reduced from 10% for 2 seconds to 5% for 1 second
  • DPS increased from 60/100/140/195 to 65/105/150/200

(Developer's notes: Again, Cube Beamer is still pretty underwhelming, especially given its range. We're going to shift some of its power from its slow (which is pretty useless anyways) to its DPS and reduce its energy cost. We're also going to throw in some range buffs here to make it viable again)

Frozen Shot ->

  • Freeze on-hit duration reduced from 1.4/1.9/2.4/2.8 to 1.4/1.7/2.0/2.3 seconds
  • Damage p/shot decreased from 89/149/190/285 to 77/135/178/266
  • Explosion Radius changed from 0/0/0/5 to 5 flat

(Developer's notes: Frozen shot is still a bit too OP for a zero energy cost tower. We're going to further nerf its freeze time to prevent perma-freezing when spammed, so you have to rely on other towers for backup as well)

Toxic Sentry ->

  • Got a visual makeover!
  • Energy cost increased 1/2/3/5 to 2/3/4/6
  • Range increased from 45/50/55/60 to 50/55/60/60
  • Fire rate reduced from 0.9/1/1.1/1.4 to 0.75/0.85/0.95/1.3
  • Slow increased from 25% for 1 to 25/35/45/55% for 1 second
  • DOT duration increased from 5/6/7/8 seconds to 8/11/13/15 seconds

(Developer's notes: It's about time we gave toxic sentry some love as well! We've always found the poison to be pretty underwhelming, so we skewed the tower to more towards the expensive side. We found these changes to make the tower way more fun to use!)

Gauss Accelerator ->

  • Energy cost reduced from 3/5/8/13 to 3/5/7/9
  • Fire rate reduced from 4/4.5/5/7 to 5 flat

(Developer's notes: We've found the Gauss Accelerator to be a bit feast or famine depending on the maps. We're going to reduce its energy cost to make it less of a risk to use, but trim down the strength when it overperforms on some maps)

Frostfire Laser ->

  • DPS increased from 70/155/260/365 to 85/180/295/400

(Developer's notes: Frostfire laser is *drumroll* still too weak in playtesting! Buffing accordingly)

Corrosive Shot ->

  • Damage increased from 10/17/29/44 to 23/45/62/89

(Developer's notes: Corrosive shot has hit rock bottom in terms of usability. Not only is its range short, and it has trouble applying its corrosion, but it's absolutely useless otherwise! Buffing its damage, which should hopefully make it useful in more situations)

Sludge Cannon ->

  • Sludge Duration increased from 4 seconds flat to 3/3/4/5 seconds
  • Sludge Puddle slow increased from 20/50/55/78% to 50/58/64/78%

(Developer's notes: Although the later levels of the sludge cannon are fine for now, the early levels definitely need some help. We're going to return some of the early level slows back, so that players are incentivized to use the Sludge Cannon more early game)

Symmetria Sword ->

  • Range increased from 35/35/45/45 to 55 flat
  • Now inflicts a 12/25/37/50% slow for 4 seconds
  • Fire rate increased from 0.5/0.55/0.6/0.65 to 0.7/0.85/1.1/1.5
  • Defender Damage amp reduced from 160/320/500/750% to 75/150/225/350%
  • NEW EFFECT: Smited enemies now take 0.8% of their missing health every second as true damage.

(Developer's notes: After careful consideration, we wanted to rethink how the Symmteria Sword fired and worked after the defender rework.

While we want the tower to be a defending augumenting tower, right now, the buff on defender hits is a bit too strong for now, and some levels can be trivialized now that autospawn exists.

We're going to reduce its defender damage amp, but give it a bit of other effects to make up for it, which should hopefully make it easier to stall enemies and allow your defenders to hit it)


EMP Field ->

  • Range increased from 20/25/30/35 to 30/30/35/35
  • Fire cooldown increased from 7/7/6/6 seconds to 10/9/8/7 seconds
  • Damage adjusted from 150/175/200/225 to 135/190/265/345

(Developer's notes: EMP field is a bit too strong, especially on higher difficulties. We're going to trim some of its fire rate to make it riskier to use.)

Cube Corp ->

  • Range adjusted from 35 flat to 25/32/39/46
  • Energy cost adjusted from 5 flat to 2/4/6/8
  • Money and energy generation p/tick decreased from 1/2/4/7 to 1/2/4/6

(Developer's notes: We're going to make it harder to use the Cube Corp without many other towers near it, so that the tower is more skill-expressive. We think that the range buff allows the player to better optimise their builds to max out the efficiency of the tower.)

Symmetria Crystal ->

  • Energy cost increased from 1/2/3/4 to 2/4/6/8
  • Range buffed from 40/43/46/50 to 50 flat
  • Fire rate buffed from 1 flat to 1.2 flat
  • Defenders now gain +33% speed for 3 seconds on hit
  • Symmetria Crystal no longer prevents enemy healing
  • Enemy stat loss decreased from 20% to 15%
  • At Level 4, now reduces enemy Tenacity by 15%
  • Now inflicts 20% slow for 1 second on hit
  • Defenders now gain speed at Level 3 rather than Level 4
  • Defender stat auguments adjusted from 30% to 25%
  • At Level 4, affected defenders now heal for 12 HP/sec.
  • Defender heal on hit reduced from 100% of the tower's damage to 80%

(Developer's notes: We've given the Symmetria Crystal a rework. We've shifted some of its healing powers, and reduce its efficiency on enemies for some other effects, making the tower way more versatile in more situations, which should hopefully make it more enjoyable to use.)

Vaporiser ->

  • Range adjusted from 30/40/60/100 to 40/50/60/70
  • DPS buffed from 500/900/1750/2600 to 650/1100/2050/3150

(Developer's notes: Although we like the current state of the Vaporiser, we believe that giving it almost infinite range takes the skill out of having to place it strategically and hold enemies in place. Nerfing its range on later levels so that players will have to stall the enemies for longer to get its full effect.)

Cube Reactor ->

  • Energy Generation increased from 1 p/3 enemies hit -> 1 p/2 enemies hit.
  • Energy Generation cap p/hit from 5 to 6
  • Attack interval changed from 0.7/0.6/0.5/0.4 seconds to 0.6/0.5/0.45/0.4 seconds
  • Damage increased from 5/9/13/17 to 6/10/14/18
  • Cost increased from $175/$250/$375/$525 to $175/$300/$450/$625

(Developer's notes: This adjustment to the cubic reactor should aim to tackle players spamming the tower too much, while not reducing the overall power of the tower.)

DEFENDERS



Remember that all defenders now have individual cooldowns. The main purpose of these changes is to balance the defenders under the context that they'll be spawned more often and have different cds. It's an overall nerf for cheap defenders as they can be spammed more frequently, but a buff for more expensive defenders

Infantry ->

  • Health decreased from 75 to 55


Ranger ->

  • Health increased from 55 to 60
  • Attack increased from 11 to 26


Barbarian ->

  • Heal per second increased from 3 to 6
  • Health decreased from 140 to 125
  • Attack damage increased from 14 to 20


Mage ->

  • Health increased from 40 to 45
  • Attack increased from 110 to 125


Wall ->

  • Health decreased from 200 to 125


Zapper ->

  • Death damage increased from 70 to 115
  • Disorientation time on death increased from 2.5 seconds to 2.7 seconds


Paladin ->

  • Health decreased from 380 to 350
  • Armor increased from 1.4 to 1.6
  • Explosion radius from 2 to 4
  • Attack damage increased from 75 to 90


ORBITAL STRIKE



  • Damage adjusted from 500-725 + 10% max health to 500-650 + 12% max health
  • (Remember that the damage is split over 3 strikes, with the first strike being the strongest)

(Developer's notes: Small balance change to make the orbital strike less RNG dependant)


And that's it for the changelogs! Thank you for playing Cubelander!
- Hyperreal Games

V1.2 UPDATE ANNOUNCEMENT

Hello everyone, welcome to UPDATE V1.2. We'll keep this announcement short (because nobody likes reading long walls of text)

We've redid the defender system, and you'll be able to pick 4 of your favourite defenders to bring into battle. You'll also be able to select which defenders to automatically spawn, which brings us to our next point



CORES NOW CAN BE UPGRADED AND AUTOMATICALLY SPAWN DEFENDERS

You know those useless things (cores) which you had to protect in the previous updates? They're REWORKED now and are actually useful. They will automatically spawn defenders over time, with higher levels spawning stronger defenders.

You can pick which defenders are to be spawned, and you can upgrade your cores in-game to buff their toughness, resource spawn rate, and defender spawns!

REDID ENEMY TEXTURES

All of the enemies and defenders have gotten a clean new look that is more sci-fi, more Cubelander, and more menacing! Have a look at them:





GIVE BALLISTA AND TOXIC SENTRY SOME LOVE

We've redone the ballista and toxic sentry; and they look fantastic! Give them a try in the game! The ballista is now an armor piercing rapidfire tower that has a long range, and the toxic sentry deals delayed (true damage) death over time! We hope that we've brought some NEW life into these towers and can't wait to see you try them!



BUG FIXES AND SMALL IMPROVEMENTS

We've heeded your requests and made enemies more tankier, and balanced some towers that are too weak or are too strong! We'll list the new changes later in the week, and fixed many annoying bugs that pissed you (and us) off as well!

______

That's all for Update V1.2! Thank you for your patience, it's really been too long, but we needed to get this update PERFECT!

If you have any bugs, suggestions or feedback, feel free to reach out to us in the Steam Community!

Until next time -
Hyperreal Games

CUBELANDER BLITZ DISCOUNT

Hey everyone,

Cubelander is going on sale for the 4 days until v1.2, the defender update is coming out!

Because I haven't been posting very often, here's a few preview pictures of v1.2:





We've revamped the defender system completely in the new update, and added upgradable cores like these:



We're just finishing up the last few bugs and tweaking balance for the new update, and we can't wait to see you guys in the new update!

For now, thank for you for playing Cubelander!
- Hyperreal Games

V1.1.2 QOL UPATE



Cubelander V1.1.2 Quality of Life Update



Hey everyone, another quality of life patch. This one is smaller than the previous one, and we're going to begin working on a larger update to ship soon!


  • The main addition of the patch are Invictus Mode badges underneath each world, which are awarded when you fully clear a whole world on Invictus Mode.
  • There are a few tweaks and balance changes regarding AOE damage. In summary,
  • And of course, there are a few balance changes and bugfixes!

The full list of changes can be viewed below; Thanks for playing Cubelander in early access
- Hyperreal Games


Full Changelog



--------

NEW ADDITION: Added Invictus Mode badges on worlds as well as levels. When you fully clear a world on Invictus Mode, you will be awarded a large Invictus Mode badge in level select.

--------

BUG FIXES

- Bugfixed and reworked AOE damage. All AOE towers will do about half the damage they used to. Previously the towers were balanced around this, so many towers will be buffed in compensation for this. (Some towers were deemed OP and were not compensation buffed but we'll see if they lose too much power)
- Fixed zapper bug that would cause it to have negative health when inflicted with venom

--------

TOWER CHANGES

The following changes are compensation buffs to AOE towers following the bugfix:

Hydra Cannon ->
- Damage p/shot increased from 34/65/92/123 to 71/139/196/255.
- Explosion radius buffed from 12 to 14

Missile Base ->
- Damage p/shot increased from 52/78/105/148 to 68/86/115/156.
- Fire rate buffed from 0.4/0.4/0.45/0.45 to 0.5 at all levels

Hot Shot ->
- Damage p/shot increased from 20/26/32/38 to 24/31/39/46

Sludge Cannon ->
- Range increased from 50/55/60/65 to 65 flat.
- Damage (missile only) increased from 34/52/84/125 to 56/87/113/156

Cube Reactor ->
- Reactor Level 4 glow effect "nerfed" (Made less bright and jarring).
- Fire cooldown changed from 1.0/0.75/0.5/0.25 seconds to 0.7/0.6/0.5/0.4 seconds flat.
- Damage p/shot adjusted from 4/6/8/10 to 5/9/13/17.
- Energy per hit decreased from 1 per enemy to 1 p/3 enemies.
- Bugfixed energy gen cap. Energy gen cap increased from 3 to 5
(Developer's notes: An overall nerf to cube reactor's energy producing ability so it doesn't completely replace the Energy Pylon. Additionally, slowed the fire rate of the reactor to help with performance)

Corrosive Shot ->
- Attack speed increased from 1/1.2/1.4/1.6 to 1.3/1.6/1.9/2.2.
- Range increased from 25/30/35/40 to 30/33/36/40
(Developer's notes: A small buff to allow Corrosive Shot to more easily apply its armor shred debuff on enemies.)

Radar ->
- Range nerfed from 35/40/45/50 to 40 flat.
(Developer's notes: Making sure one Radar isn't able to cover half the map and buff almost every tower on the map.)

Frostfire Laser ->
- DPS buffed from 55/95/140/235 to 70/155/260/365.
- Slow amount increased from 92/95/98/99% to 99% flat.
- Energy cost p/second decreased from 9/12/15/20 to 8/11/14/17 flat.
(Developer's notes: Frostfire Laser is still a bit too weak even after these buffs, so we're going to have to give it a large buff. We believe that for a 700 base cost tower, it should be as impactful as Hydra Cannon, Purifier and Vaporiser.)

--------

DEFENDER CHANGES

Ranger ->
- Attack range increased from 30 to 45.
- Attack increased from 9 to 11.
(Developer's notes: Of the beginning 3 defenders, infantry is useful for its low cost and stalling, and barbarian can fight many weak enemies and has good regen, leaving ranger without much of a clear usage. We're going to increase its attack range even further and give it a buff to its damage to give players more of an incentive to deploy these during early waves.)

Zapper ->
- Explosion radius increased from 3.2 to 5,
- Death explosion radius increased from 18 to 30.
- Attack range decreased from 12 to 11.
(Developer's notes: Although we're happy with Zapper's death damage and effect, its death effect does not have enough radius for most enemies to be affected. Buffing both its AOE and death damage radius to solve these issues, and lowering its attack range to be able to get closer to enemies.)

--------

ENEMY CHANGES (Enemy stats are based on challenge mode)

Crusher ->
- HP reduced from 2500 to 2350.
- Speed reduced from 0.4 to 0.35.
- Invictus Base HP reduced from 9500 to 7750
(Developer's notes: Crusher is a little bit too tanky for the time it is introduced, where the player hasn't unlocked good DPS towers. Additionally, its health magnification on Invictus Mode straight up made some levels near impossible to beat.)

Slayer ->
- HP buffed from 3000 to 3400.
- When not fighting, Armor and Magic Armor gain reduced from 999 to 10
(Developer's notes: Although Slayer is meant to be extremely hard to fight when no defenders are deployed, we do want the player to be able to kill them, especially on long paths where defenders may take a long time to travel to the enemy to fight it, and the player has many high DPS towers.)

V1.1.1 QOL UPDATE

Hey everyone, this is a smaller patch to fix a bunch of bugs that slipped through V1.1, and to improve already existing elements of gameplay.

Summary of changes:



  • We added an additional tutorial that can be accessed in Level Select to teach new players the basics of the game. This will be expanded in future updates to teach the player about more advanced mechanics as well.
  • Endless mode has been reworked to add in more enemies met in the campaign, and will scale faster. It will now only be available after beating ETHORIA on any difficulty.
  • Some bosses have had their health pools increased. This was to avoid triggering DR (damage reduction), a mechanic to prevent the player from killing bosses too quickly. (The time taken and damage dealt to kill a boss should still be the same, and hence the bosses should be around the same as before)
  • Bugfixes regarding gameplay and tower mechanics, which were slightly broken in the previous version
  • Balance changes to make the game more enjoyable.

The full list of changes can be listed below! Thanks for playing Cubelander Early Access
- Hyperreal Games

Full changelog (LONG):



_________

BUG FIXES:

- Fixed a bug relating to tenacity and its interactions with slows
- Sapper no longer appears on 3-5 before it is formally introduced in 3-6
- Fixed some visual glitches in the main menu
- Fixed the player's money generation in 1-6, where the player received excessive amounts of money
- Clown cars will now correctly summon
- Cube Reactor will now correctly generate energy per hit
- Fixed some tips in the loading screen
- Fixed Infantry costing 15 energy instead of 10 as displayed
- Fixed Frostfire Laser bug. It will now deal true damage on all of its levels.

_________

SYSTEM CHANGES:

- Corrosion Debuff has been reworked. It will now last for 10 seconds when applied (from 7) from all sources, and will now remove (0.1 x Armor) rather than (4% corrosion level x Armor) per second.
- ENDLESS MODE has been improved to include enemies such as the Mininova, Underlord and Deathgripper. Waves will now be preset until Wave 50, and enemies will now scale in health and attack faster than before. Endless mode will be locked until the start of Auroris.
- The consistency of blizzards in Auroris is improved. Blizzards will now spawn more consistency and predictably.
- Added an interactive tutorial in Level Select that teaches the player the very basics of the game.
- On prestige mode, defenders no longer take increased damage (15%) and instead enemies attack will be increased to compensate for that. This doesn't result in a gameplay change, but improves the clarity of this mechanic.

_________

ENEMY CHANGES: (All stats based on challenge mode)

(There will be just one set of Developer's notes for most of these changes, they were done with the goal of making more unique enemies more tough to increase the variety of enemies to deal with, and incentive the player to learn how to counter them.)

Maniac ->
- Berserk threshold increased to 115 HP from 60 HP.
- Now immune to disabling effects when Berserk

Ram ->
- Health increased from 400 to 500. Speed increased from 1.1 to 1.2.

Bomber ->
- Health increased from 170 to 225.

Ravager ->
- Health increased from 425 to 575.

Mutant ->
- Health increased from 160 to 190

Malware ->
- Health increased from 85 to 100

Trojan ->
- Health increased from 50 to 75

Froster ->
- Health increased from 660 to 800

Crusher ->
- Health increased from 2000 to 2500. Speed increased from 0.3 to 0.4.

Worm ->
- Health increased from 180 to 200
- Physical size increased (does not affect gameplay)

Voidling ->
- Speed increased from 0.33 to 0.5

Sapper ->
- Health increased from 525 to 750

Cryonova ->
- Cryonova Phase 3 (Prestige Mode only) heat loss rate reduced. Phase 3 healing reduced. Nerfed AI Aggressiveness on higher difficulties.
(Developer's notes: Cryonova's bossfight on Prestige Mode was a little bit too hard, and it would often outheal even multiple Purifiers. We're going to tone it down to make it a more enjoyable bossfight.)
_________

The below changes are due to bossfights taking too little time. There is a hidden mechanic in the game which causes bosses to take less damage when killed too quickly, leading to players killing bosses very quickly, then doing little to no damage for the next 1 minute as boss DR is increased.

The increases to boss health help to reduce the likelihood of Boss DR kicking in, and should provide no increased difficulty to the bossfights.

- Alpha HP buffed from 25000 to 50000. Invictus Base HP buffed from 54500 to 110000
- Overlord HP buffed from 41500 to 83500. Invictus Base HP buffed from 89000 to 165000
- Cryonova HP buffed from 88000 to 175000. Invictus Base HP buffed from 175000 to 380000
- Mrithus Phase 1 HP buffed to 250000.

_________

TOWER CHANGES

Corrosive Shot ->
- Damage p/shot increased from 10/15/22/31 to 10/17/29/44
(Developer's notes: We found the Corrosive Shot to be incredibly weak and unusable after the nerfs, even after buffing its utility. We're going to reverse the nerfs in v1.1 to remedy this.)

Gauss Accelerator ->
- Damage p/shot increased from 6-14/9-23/14-31/20-46 to 8-16/11-27/15-42/23-55
(Developer's notes: Gauss Accelerator was always a difficult tower to use, as the player had to hold enemies in the outer ring to utilise it's maximum damage. Even then, its single target DPS was still lacking compared to other towers.)

EMP Field ->
- EMP damage adjusted from 75/125/200/275 to 150/175/200/225, Cooldown adjusted from 12/10/8/6 to 7/7/6/6
(Developer's notes: EMP Field is a little bit useless in the early levels, having less than 10 DPS at level one, and generally being unreliable. We're going to increase its recharge rate at earlier levels, while nerfing the Level 4 EMP, which can often solo early waves, so the player can consider other towers in the early-game.)

Cube Launcher ->
- Range increased from 30/45/60/75 to 40/60/80/100. Damage per shot increased from 8/15/25/38 to 12/23/35/50
(Developer's notes: Cube Launcher is a pretty useless tower outside of the first few levels, so we're going to give it a buff in range and DPS to allow players to consider it late game as an early-game cheap DPS tower.)

Radar ->
- Radar Level 2 buff now causes towers to use 2 less energy per second rather than 1.
(Developer's notes: The early levels of Radar have been very underwhelming, and considering the player has to give up a tower slot that could be used for DPS to use a support tower, the earlier buffs need to be stronger.)

Sludge Cannon ->
- Fire rate adjusted from 0.16/0.20/0.24/0.28 to 0.18/0.20/0.22/0.24.
- Sludge puddle duration adjusted from 3/3/4/5 to 4 seconds flat.
- Price increased from 200/350/500/650 to 200/375/550/725
(Developer's notes: Sludge Cannon as it stands, is too cheap and versatile for an AOE tower that can slow enemies on the side. We're going to trim some power from it.)

Vaporiser ->
- Cost decreased from 775/1350/2150/3300 to 775/1100/1650/2500
(Developer's notes: Vaporiser is still too weak for one of the highest DPS towers. Allowing players to better access its high DPS should hopefully give players a better reason to consider using it in their loadouts.)

Symmetria Crystal ->
- Symmetria Crystal will now augment defender's stats by 30% instead of 20%
(Developer's notes: Symmetria Crystal does not fufill it's intended use, making your defenders stronger and harder while shrinking enemies. While its shrink is very useful in Endless Mode, we feel that the defender augment is a little weak.)

Frostfire Laser ->
- DPS buffed from 45/70/125/160 to 55/95/140/235
(Developer's notes: Frostfire Laser is still very weak for a single target DPS laser. Although its slow is already 99%, towers like the Cubic Tesla simply play a similar role for much less. So we're going to buff its DPS further, to allow it to kill weak enemies better.)

Hydra Cannon ->
- Slow reduced from 3 to 2.5 seconds.
- Explosion radius changed from 8 to 12 at all levels
(Developer's notes: Minor adjustments to Hydra Cannon to push its intended role as an AOE DPS rather than a slow applier.)

Cube Reactor ->
- Energy generation p/hit from 1 per 3 enemies to 1 per enemy (Also bugfixed to now generate energy on hit). Energy generation capped at 3 p/attack.
(Developer's notes: Now that Cube Reactor's energy generation p/hit is bugfixed, we're going to cap the energy generation of the Cube Reactor so that it doesn't completely replace the Energy Generator.)

Frozen Shot ->
- Freeze Time nerfed from 1.5/2/2.5/3 seconds to 1.4/1.9/2.4/2.8 seconds.
- Explosion Radius reduced from 0/0/0/6 to 0/0/0/5
(Developer's notes: Frozen Shot could solo most levels even on Invictus Mode when paired with Radar, permafreezing most enemies. Nerfing to prevent that.)

Symmetria Sword ->
- Smited Debuff: Extra damage from defenders increased from 120%/250%/380%/700% to 160%/320%/500%/750%.
- Smited debuff duration increased from 4/5/5/5 seconds to 5/6/7/8 seconds
(Developer's notes: The Symmetria Sword is very weak for a defender augmenting tower, and doesn't really do much past the first world. We're going to buff it to make players considering doing a run where defenders are the main DPS.)

______

CUBELANDER V1.1 UPDATE RELEASE

Hey guys, first of all, happy festive season for everyone, and Merry Christmas for everyone that celebrates Christmas!

But we know why you're here. For the update. We're very happy to show you our new update, Version 1.1 Beta of Cubelander. This update mainly serves to improve the Prestige Mode rewards, add a few new towers, and rework a few of the enemies in the game! For a full list of changelogs - click here!

Major additions



New Prestige Mode Rewards






  • Earn these 3 exclusive towers by beating entire worlds on Prestige Mode, a significantly harder difficulty that features tougher enemies, a RAGE bar, rampant inflation, and reworked bossfights!
  • Take calculated risks as inflation drives up the cost of towers when money is spent quickly, and RAGE builds up when your defenders die or you take core damage! Master these new mechanics, and you'll be getting a few new additions in your arsenal in NO TIME!
  • The CUBE CORP is a new tower exclusive to Prestige Mode! Earn money and energy per second for each tower around it, and upgrade to increase the rate of money generation!
  • The HYDRA CANNON is a powerful crowd-controlling area-of-effect tower! Turn hordes of enemies into polygonal remains with its fast and powerful AOE attacks!
  • The FROZEN SHOT that fires ice-cold beams at unsuspecting foes. The new addition to the Cubic Arsenal weaponizes the chill of winter, freezing enemies solid in place! Afterwards, burn them with a Hot Shot for bonus damage!

Hotkeys and Balance Changes



  • Hotkeys now exist for switching between towers FAST. Use the numbered keys 1-6 on the keyboard to select a tower with the press of a key, rather than having to click on them, and this works for defenders as well! Use Z and X key to switch between building and defending when you are in a pinch!
  • Many enemy balancing changes! Some enemies have gotten improved AI's to make your life much worse, but we also toned down a lot of enemies that were too frustrating to deal with! Check them out all in game!


There's many more changes we haven't listed here, and it's best to check them out in-game!

Thank you for playing Cubelander in Early Access! If you need any help or have any feedback, feel free to post in the Steam Community and we will get back to you as soon as possible!

Have a safe holiday everyone!
- Hyperreal Games

UPDATE V1.1 CHANGELOGS

V1.1 Full Changelog

==NEW ADDITIONS==

- Take on the new and improved PRESTIGE mode with harder enemies, smarter and deadlier boss AI, and new gameplay mechanics! Max out your RAGE for an insane damage boost!
- Cube Corp, Hydra Cannon and Frozen Shot are now avaliable! CLEAR worlds in Prestige Mode to unlock these three unique towers!
- New debuff - Frozen! Frozen enemies are stuck in place and cannot move! Burning enemies when they are frozen will thaw but damage them!

==INTERFACE CHANGES==

- Reclassified level difficulties by star rating, rather than worded difficulty (1 Star rather than Easy)
- Updated some tips across loading screens (some of them reference content not yet added!)
- Cursed debuff renamed to "Venom" (effect is still the same). Changed some enemies descriptions to reflect this.
- More hotkeys have been added! Use the Number Keys to select towers and defenders, and Z/X keys to switch between the two
- Retrying a level will now send you back to Tower Select
- Added more tutorials in game!

==BUG FIXES==

- Fixed a bug in that some enemy panels had missing images
- Fixed a bug that would cause most scenes to run at 2x speed (yikes)
- Fixed a bug that would cause you to switch cores selected after they take damage
- Fixed Frostfire Laser LV1 being bugged
- Fixed a bug with Cryonova's AI
- Fixed a bug with LV1 Laser Tower costing extra
- Fixed a bug with some voidburn debuff effects not showing up!
- You can no longer click "next level" on the final level of world 3 and go into an endless load loop
- Towers should no longer be able to freeze before the game starts

==BALANCE CHANGES==

General and Systems:

3-8 -> NERFED (Seriously that level was too hard)
3-7 -> REWORKED with 18 waves now (The old level was a bit too long and boring, this one should be a gauntlet style level that forces you to use cheap and expensive towers in the same loadout)
World 3 levels -> Towers that do not produce heat will lose heat at a set rate based on the level (Before this towers like EMP froze very quickly compared to something like Missile Launcher)

Defenders:

Mage ->
- Attack Damage buffed from 55 -> 110
- Attack speed increased from 0.4 -> 0.6
(Developers notes: We found the mage to be extremely weak in playtesting, so we're giving it a large boost to its firepower)

Barbarian ->
- Health buffed from 125 -> 140
- Now heals 3 HP a second
(Developers notes: Same with the Barbarian - we want to encourage the player to use defenders more in the early game)

Zapper ->
- Death damage buffed from 55 -> 70
- Attack range buffed from 6 -> 12
- Attack damage buffed from 25 -> 40
- AOE Disorientation time on death buffed from 2 -> 2.5 seconds
(Developers notes: For the miracle case where the Zapper manages to reach the frontline before getting killed, we want to reward the player more, so increasing its attack power)

Wall ->
- Attack damage increased from 1 -> 2
(Developers notes: This is a small buff, as we found the wall to be quite weak!)

Enemies:

Invader ->
- Health increased from 135 -> 150
(Developer's notes: We think Invaders are a bit too weak, and really don't threaten the player that much. This should hopefully fix that)

Megadrill ->
- Speed decreased from 2.1 -> 2.05
- Attack damage increased from 20 -> 75
- Attack speed decreased from 2 -> 1
- Health decreased from 3000 -> 2800
(Developer's notes: The Megadrill is a bit too difficult to face, especially since it appears relatively early. Toning down it's speed and pushing power should hopefully help newer players be better able to face it)

Worm ->
- Health increased from 125 -> 180
(Developer's notes: We're seeing the worm just die whenever it is introduced, and not really get to do its thing. This should hopefully fix that)

Clown Car ->
- Health decreased from 5250 to 3800
- (Invictus Mode) Speed decreased from 2.3 to 2
- Can no longer summon while fighting
- Summon cooldown increased from 3 seconds to 6 seconds
(Developer's notes: Having one enemy spawn an entire wave with no counterplay is quite annoying. Nerfing accordingly.)

Mite ->
- Attacks now inflict "Venom" for 3 sceonds (35 DPS)
- Attack damage reduced 50 -> 35
- Health reduced from 580 -> 575
- When spawned from a colossus, starts disorientated for 1 second
(Developer's notes: Made the mite's attack more unique and threatening for defenders, and gives it more pushing power. But we're going to give the player time to react so they don't get instantly overwhelmed by a sudden burst of mites)


Deathgripper ->
- Speed decreased from 1.4 to 1.3
- Tenacity buffed to 0.5 -> 0.75
- Attack reduced from 142 to 119
(Developer's notes: We found the deathgripper to be a bit too good and fast at what it's doing, and the only counterplay being a well timed zapper or tesla! Going to round off the enemy to allow the player to use more options such as stalling it with defenders)

Vexator ->
- Health increased from 2600 -> 3550
- Berserk bleed out increased from (2% max health + 0.04% max health increasing each tick) per 0.15 seconds to (2.5% max health + 0.05% max health increasing each tick)
(Developer's notes: We don't think the vexator should be entirely based on its revive ability, so we're going to nerf it's revive while buffing its other stats)

Slayer ->
- Will lose all resistances when corroded
(Developer's notes: Giving slayer a bit more counterplay so that the player is not limited to using defenders only against it)

Voidling ->
- Damage inflicted changed to MAGIC
(Developer's notes: This was done just to counter paladin lol)

Sapper ->
- AI Improved - will now always try to sap energy if near exit
(Developer's notes: We made the sapper be able to better utilise its ability. Watch out!)

Mrithus ->
- On Invictus Mode, when below 50% health in Phase 2, will have nonstop attacks
- AI made much more aggressive on all modes
- First phase health buffed from 66666 to 85000
- Second phase health buffed from 44444 to 150000
- Voidblob health buffed from 10000 to 12500
(Developer's notes: For a final boss, Mrithus is kinda... lacking. We're going to buff him to make him feel more climatic and EPIC)

Towers:

Radar ->
- Level 4 Economy towers overclock buff nerfed from 80% -> 60%
- Level 4 Laser tower overclock buff increased from 100% -> 120%
(Developer's notes: Radar's overclock was absolutely instant win when combined with towers like Cube Corp, so it had to be nerfed even more. But we're going to buff it's other synergies)

Corrosive Shot ->
- Damage p/shot decreased from 10/17/29/44 to 10/15/22/31
(Developer's notes: For a cheap tower that costs no energy cost, and removes armor from enemies, corrosive shot is being too versatile. We're going to trim a bit of power to make it more niche, and keep a close eye on it)

Hot Shot ->
- Damage p/shot decreased from 16/27/39/50 to 20/26/32/38
- Explosion radius decreased from 0.25/0.5/0.75/1 to 0.2/0.4/0.6/0.8
- Burn points per stack decreased from 8/14/22/30 to 6/12/17/25
(Developer's notes: Hot shot is a little bit broken in all aspects, and is completely overshadowing other cheap DPS towers. We're going to reduce its power so that players have to make tradeoffs when choosing Hot Shot over a tower like Gauss Accelerator)

Symmetria Crystal ->
- Energy cost decreased from 2/4/6/8 to 1/2/3/4
- Fire rate increased from 0.7/0.8/0.9/1 to 1 flat
(Developer's notes: Symmetria Crystal is a little bit weak so we're going to buff it to make it more viable)

Ballista ->
- Damage p/shot increased from 40/65/110/175 to 50/80/130/200
- Fire rate increased from 0.7/0.9/1.2/1.6 to 1/1.3/1.5/1.7
- No longer deals true damage at Level 4
(Developer's notes: We don't think giving ballista true damage at max level really fits into the thematic of this tower being a... well ballista. But we don't want this to be a nerf towards the tower, so we're going to buff its damage.)

Cube Beamer ->
- DPS increased from 40/90/135/190 to 60/100/140/195
(Developer's notes: For a tower with a range that small, the cube beamer is quite useless even in the early game. Buffing accordingly to make players consider this tower as a choice)

=========

And that's it for this update - if you have any suggestions, feel free to post in steam community or reply to this thread!
Thanks for playing Cubelander
- Hyperreal Games