Can't wait for the Mazing DLC? You don't have to anymore! At least, for this weekend. Welcome to the first open test of our upcoming Mazing Mode! Included in it is:
5 FFA/Teams Mazing Maps
2 Co-op Mazing Maps
You can play the above in Singleplayer and Multiplayer
Casual Mode
Do note, these maps do not have terrain yet; that's still being worked on.
To jump in, just grab the alpha branch and hit play!
To do so, right-click Element TD 2 in your library
Select "Properties"
Go to the "Betas" tab
Select "alpha - Mazing Alpha this weekend!"
Once downloaded, play at will!
This first open test for Mazing will last until Tuesday, September 13th at 1pm PST.
If you want a preview of how this works, read on below for the details!
What is the Mazing DLC?
This will be a paid expansion that adds a new mode to the game, Mazing Mode. In the standard game, creeps take a predetermined path to reach the end. In Mazing, the towers you place act as blockers that change the path creeps take to reach the end.
This DLC will contain the following:
Mazing Mode
A 14-Mission long Mazing Campaign
10 FFA/Teams Mazing Maps
4 Co-op Mazing Maps
Leaderboards for Mazing
Additionally, it'll be paired with Version 1.8, which will include Turbo Lite, Casual Mode, New Cosmetics & Achievements, and more!
How Mazing Works
While you can place towers down directly, there's a far more efficient way to maze, and that's with the Blocker. Located on the left side of your Build Bar, you can use this to quickly build up a maze.
As you place Blockers, the path will automatically adjust.
By default, you'll start with 20 Blockers. Each wave you clear, you gain 1 Blocker, and every 5 waves, you gain 2 Blockers instead.
The number of Blockers you have also acts as your Tower Limit.
These are values we may adjust over time.
However, these aren't just for increasing the path length. They also let you build Towers directly on them.
Selling a Tower will always leave a Blocker behind. This way, you don't accidentally open up a hole in your path.
If you place or sell Blockers in the middle of the wave, they'll be ignored by all currently active creeps.
This prevents you from accidentally opening a hole mid-wave, or routing creeps through an infinite loop via buy/sell abuse of Blockers.
If you place Blockers mid-wave, they'll be highlighted red, and creeps will walk through them.
Open Alpha Feedback
If you'd like to give us feedback on the Mazing Open Alpha, drop a comment below, make a steam thread, or post on our Discord. We'll have a dedicated #mazing channel that you can drop your feedback in and ask questions.
For now, we're looking on feedback on the following things:
How does the difficulty curve feel?
Do you start with too few or many Blockers? Do you gain enough over time?
Do the maps feel good to play? Do any of them have infuriating quirks that need to be fixed?
What bugs are you running into it?
Does rushing in multiplayer feel bad to play against?
We're considering turning Casual Mode on for Multiplayer Mazing by default. For reference, this is a new checkbox that sets everyone at their own pace, meaning the first person to clear the wave doesn't start the next wave for everyone else.
DLC Release Date
Although this first test of the mode is fully playable, we are still a few months out from release. Some internal delays pushed us back on our estimates, but now we're back in full force. That said, we still have a number of things we're trying to finish, including:
Finalizing map designs
Actual terrain for each map
Mazing Campaign
Polish and other fixes
The Mazing DLC is expected to release Friday, December 2nd!
We'll be dropping more details about it in the coming months, including price and other stuff. There will also be more open tests down the road. In the meantime, try out the Open Alpha this weekend!
What are you waiting for? Grab the alpha and hop on in!
EDIT: The latest batch of fixes have made Teams & Co-op properly playable now. As a result, we've extended the open play period by another day. Have fun mazing!
Mazing Open Alpha - Sept 9th to 12th
Can't wait for the Mazing DLC? You don't have to anymore! At least, for this weekend. Welcome to the first open test of our upcoming Mazing Mode! Included in it is:
5 FFA/Teams Mazing Maps
2 Co-op Mazing Maps
You can play the above in Singleplayer and Multiplayer
Casual Mode
Do note, these maps do not have terrain yet; that's still being worked on.
To jump in, just grab the alpha branch and hit play!
To do so, right-click Element TD 2 in your library
Select "Properties"
Go to the "Betas" tab
Select "alpha - Mazing Alpha this weekend!"
Once downloaded, play at will!
This first open test for Mazing will last until Monday, September 12th at 1pm PST.
If you want a preview of how this works, read on below for the details!
What is the Mazing DLC?
This will be a paid expansion that adds a new mode to the game, Mazing Mode. In the standard game, creeps take a predetermined path to reach the end. In Mazing, the towers you place act as blockers that change the path creeps take to reach the end.
This DLC will contain the following:
Mazing Mode
A 14-Mission long Mazing Campaign
10 FFA/Teams Mazing Maps
4 Co-op Mazing Maps
Leaderboards for Mazing
Additionally, it'll be paired with Version 1.8, which will include Turbo Lite, Casual Mode, New Cosmetics & Achievements, and more!
How Mazing Works
While you can place towers down directly, there's a far more efficient way to maze, and that's with the Blocker. Located on the left side of your Build Bar, you can use this to quickly build up a maze.
As you place Blockers, the path will automatically adjust.
By default, you'll start with 20 Blockers. Each wave you clear, you gain 1 Blocker, and every 5 waves, you gain 2 Blockers instead.
The number of Blockers you have also acts as your Tower Limit.
These are values we may adjust over time.
However, these aren't just for increasing the path length. They also let you build Towers directly on them.
Selling a Tower will always leave a Blocker behind. This way, you don't accidentally open up a hole in your path.
If you place or sell Blockers in the middle of the wave, they'll be ignored by all currently active creeps.
This prevents you from accidentally opening a hole mid-wave, or routing creeps through an infinite loop via buy/sell abuse of Blockers.
If you place Blockers mid-wave, they'll be highlighted red, and creeps will walk through them.
Open Alpha Feedback
If you'd like to give us feedback on the Mazing Open Alpha, drop a comment below, make a steam thread, or post on our Discord. We'll have a dedicated #mazing channel that you can drop your feedback in and ask questions.
For now, we're looking on feedback on the following things:
How does the difficulty curve feel?
Do you start with too few or many Blockers? Do you gain enough over time?
Do the maps feel good to play? Do any of them have infuriating quirks that need to be fixed?
What bugs are you running into it?
Does rushing in multiplayer feel bad to play against?
We're considering turning Casual Mode on for Multiplayer Mazing by default. For reference, this is a new checkbox that sets everyone at their own pace, meaning the first person to clear the wave doesn't start the next wave for everyone else.
Known Issues
There's a chance that, when you select Random Map, that it tries to load a map that doesn't exist. We're working on a hotfix; in the meantime, we advise you manually select the map. Apologies for the inconvenience.
DLC Release Date
Although this first test of the mode is fully playable, we are still a few months out from release. Some internal delays pushed us back on our estimates, but now we're back in full force. That said, we still have a number of things we're trying to finish, including:
Finalizing map designs
Actual terrain for each map
Mazing Campaign
Polish and other fixes
The Mazing DLC is expected to release Friday, December 2nd!
We'll be dropping more details about it in the coming months, including price and other stuff. There will also be more open tests down the road. In the meantime, try out the Open Alpha this weekend!
What are you waiting for? Grab the alpha and hop on in!
1.7.5.1 - Co-op and Wasteland Variant
We heard the feedback on Co-op and Wasteland Variant being too hard as of 1.7.5.
Balance
Co-op HP multiplier reduced by 10%
Wasteland Variant HP multiplier reduced by 10%
Also, remember that the open alpha for Mazing is coming this weekend (starting Friday)!
Version 1.7.5 - Interim Balance Update
It's been a while, but we're still here! Today, we're just releasing a balance patch meant to dial in the unstoppable Nature spam, as well as reduce the overly straightforward spam across the Score Leaderboards.
Note, this does mean there's a Score Leaderboard reset (but not a Ranked reset).
Read on for the full page of notes!
Balance
General
Build Times adjusted increased by 0.5 seconds across the board, including Upgrade Times:
For example, this means a Level 1 Single went up by 0.5 seconds, but a Level 3 Single went up by a total of 1.5 seconds
Additionally, Level 4 Singles/Periodic total build time is now 15 seconds
Atlantis Co-op Map adjusted:
Creeps no longer move 10% faster
Creeps now have 5% more HP
The Inferno Boss (both in Co-op & Campaign) no longer blows up towers. It now stuns them for 10 seconds, preventing them from shooting, activating abilities, being upgraded, or being sold.
Towers
Nature bonus ability damage reduced from +300% to +150% / +175% / +200% / +250%
Atom damage increased from 310 to 315
Bloom adjusted:
Now starts at max charge when built. Do note, this does not apply to Trickery Clones.
Damage reduced from 360 to 355
Lightning nerfed:
Damage reduced from 185 to 180
Level 3 damage reduction per bounce increased from 8% to 9%
Vapor damage bonus per creep reduced from 3% / 6% / 9% to 3% / 5% / 8%
Solar buffed:
Impact damage increased from 230 to 240
Debuff damage increased from 115 to 120
Crystal Spire adjusted:
Now starts with max spirits when built. Do note, this does not apply to Trickery Clones.
Max spirits reduced from 10 to 9
Obelisk adjusted:
This tower's effect now scales by attack speed instead of per-second
Damage increased from 4000 to 9000
Attack speed reduced from 3 to 1 (meaning it's no longer insta-switching targets)
Damage increment on explosion reduced from 5750 to 4750
Rage speed boost bumped from 25% to 50%
That's it for this patch! However, before we go today, we have one other thing to bring up...
Where is the Mazing DLC?
We've been teasing it for a long time, and admittedly, there've been some internal delays that keep pushing this back. But rest assured, not only are we working on it and will be able to show you previews soon - you'll be able to play it soon.
Next week, we'll be pushing our first big preview, and with it, we'll be running a weekend-long Open Alpha Test of the DLC! We'll also be providing you details of what you can expect from the DLC as a whole, as well as the estimated release date.
Version 1.7.3 - Desync Fixes, Ranked Season 4
Fixes & Improvements
Ranked Season 4 Started!
Fixed Scores in Replay names being incorrect in Teams and Co-op.
Fixed a potential cause of desync when using different Boss skins (Ronald vs Doom Lord).
Fixed an issue with the Inferno Boss only hitting Player 1 in Co-op.
Fixed the Game Mode Information window displaying 80% Sell in Pick.
Fixed an issue with the Ranked ban phase where players shared the timer.
Fixed the host desyncing with the rest of the players in Co-op.
Fixed end of game input bug in Ranked upon loss.
Version 1.7.2 - Replay fixes
Fixes & Improvements
Quitting out of a leaderboard replay after having played a rank match no longer causes issues
The game mode information box while viewing a replay has been fixed
Tooltip fixes for Money and Nature Towers
Version 1.7.1 - Replays Saving, Co-op Sync Check
Fixes & Improvements
Fixed replays not saving on leaderboard entries
Fixed a variety of new bugs in co-op by disabling the sync check
Fixed an Interest pick abuse
Fixed cost of upgrading a Single 3 to a Dual 3
Fixed mana prompt not disappearing when picking Interest
Fixed Doom debuff dealing half damage to Water creeps
Reduced Rage damage from 4500 to 4200
Because of the nature of the changes, a leaderboard reset was required and has been done.
We will be working on the co-op sync check during the alpha versions of 1.8. This is a feature that we really want to add as it will stop desyncs in co-op games. If you have a group of friends, and are willing to help (by simply playing co-op and mentioning bugs), that would be fantastic.
Version 1.7 - Balance and Fixes
Version 1.7 has arrrived! This is a relatively small patch that consists mostly of balance adjustments, fixes and improvements, and by popular demand, the Interest Upgrade is back! Read on for the full notes.
Improvements & Fixes
Interest Upgrade is back!
Increases your Interest from 2% to 2.6%
Capped at 1 upgrade
Cannot be randomed
The Ban Phase of Ranked Pick has been adjusted:
Each player now takes turns banning towers in the order of P1, P2 P2, P1 P1, P2
Each player gets a total of 1 minute across all their bans
If no tower is chosen, or a player presses Confirm, nothing is banned
Ranked Pick now starts from Short Length
Short Length starting gold increased from 1200 to 1300
Short Length can now get Perfection score bonus
Short Length starting score multiplier increased from x3.6 to x3.8
In Co-op, the game state now equalizes after the end of each wave
This should reduce the amount of desyncs in Co-op. In theory. We'll be working on improving this feature more in the coming weeks.
Replays will no longer be saved if the game doesn't progress past Wave 1
Fixed an issue that was desyncing Ranked Replays
Fixed an issue where the Splitter Boss creeps would remain after a player was eliminated in Co-op
Fixed Splitter Boss sub-divisions not being selectable
Balance
General Balance
Fixed an issue where Diminishing Returns was reducing the damage of all towers
Diminishing Returns increased from 6% to 12% per stack
Single Element Towers
Level 3 Singles total cost increased from 2500 to 2750
Level 4 Singles/Periodic total cost increased from 15000 to 16000
Light adjusted:
Damage increased from 120 to 130
Consecutive damage bonus reduced from 5 to 3
Darkness bounce damage increased from 8% to 9%
Nature damage reduced from 95 to 85
Dual Element Towers
Atom consecutive damage bonus reduced from 15% to 10%
Geyser adjusted:
Damage reduced from 1100 to 1050
Ability AoE reduced from 300 / 325 / 350 to 300
Howitzer adjusted:
Damage reduced from 200 to 190
Max AoE reduced from 500 / 600 / 750 to 400 / 500 / 650
Infernal damage increased from 725 to 800
Lightning adjusted:
Damage reduced from 190 to 185
Damage reduction per bounce adjusted from 15% to 15% / 12% / 8%
Poison duration reduced from 17 to 15 seconds
Solar adjusted:
AoE reduced to 0
Impact damage increased from 90 to 230
Debuff damage increased from 90 to 115
Trickery duration reduced from 10 / 20 / 60 seconds to 6 / 18 / 54 seconds
Triple Element Towers
Astral damage increased from 2100 to 2250
Flooding damage increased from 440 to 470
Golem damage increased from 2400 to 2700
Haste Level 2 max attack speed increased from 5.5 to 6.5
Impulse damage increased from 2850 to 3000
Incantation adjusted:
Damage increased from 450 to 475
Base amp increased from 10% / 20% to 13% / 26%
Isolated amp reduced from 32% / 64% to 26% / 52%
Money damage increased from 3200 to 3300
Nova damage increased from 700 to 750
Runic damage reduced from 1200 to 1150
Windstorm damage-per-second increased from 700 to 725.
Quad Element Towers
Crystal Spire adjusted:
Damage increased from 32000 to 36000
Max spirits reduced from 11 to 10
Doom impact damage increased from 1000 to 2000
Life Altar damage and attack speed buff reduced from 40% to 30%
Nuclear radiation damage-per-second increased from 5000 to 6000
Obelisk AoE damage gain per second increased from 6000 to 6250
Plague adjusted:
Projectile speed increased by 25%
Damage reduced from 700 to 675
Stack duration reduced from 25 to 20 seconds
Now has a max cap of 800 stacks
Plague stacks now persist through Undead’s first death
Plague stacks can now jump to Shielded targets
Fixed an issue where its Plague stacks sometimes wouldn’t find valid targets to jump to
Rage adjusted:
Damage-per-second increased from 4000 to 4500
Damage amp reduced from 25% to 20%
Speed bonus reduced from 60% to 25%
Fixed an issue where the debuff’s duration didn’t refresh when hitting an already affected target
Railgun adjusted:
Max charge increased from 100 to 200
Passive charge rate increased from 10 to 25
Main gun damage increased from 57500 to 62500
Shredder adjusted:
Damage reduced from 16000 to 13000
Split HP increased from 55% to 60%
Tesla Tree adjusted:
Damage increased from 7500 to 8000
Fixed an issue where Tesla Tree could target a Phasing Boss while it’s invulnerable
As per usual, courtesies of the balance update, Score Leaderboards have been reset. Good luck climbing the ranks again!
Regarding Ranked Season 4, that will start next week on Friday, July 15th. Apologies for the inconvenience on that.
Summoner Plushie
That's right, we have a plushie. The Summoner is a design based off the art done for Element TD Mobile. It's got our logo on the back, and on the front, it's got a nose that might haunt your nightmares.
Yes, this is a real thing... in theory. Assuming 200 people fund it within the next 20 days.
And now for the important news. A while back, we announced we were doing a Mazing DLC for the game. Although it's been pushed back on more than one occasion, do know it's still coming. Look forward to its release in Early November! Also look forward to more previews in the coming months. We'll announce the price closer to release.
In the meantime, here's a little teaser of what to expect: No, it's not just a flat plane. At least, not this map.
Lastly, we'd like to give a special shout-out to Taencred. A longtime member of our Discord server, he's been running QA and testing for us for a long time, and as of more recently, he's been helping us develop future content. Taencred has been instrumental in the release of Version 1.7, and without him, the game wouldn't be anywhere near as polished, so extra kudos to him!
Other than that, look forward to some potential hotfixes in the next month as we iron our anti-desync measures in Co-op, among other stuff.
Interest Upgrade Coming Back
We removed the income upgrade in version 1.6 due to both balance and performance (co-op creep count) reasons.
A lot of players have expressed disappointment with this. I want to apologize for that. An alternative to element upgrades that gives you more gold seems to be what many people want. We have decided to bring back the classic interest upgrade instead.
Coming in version 1.7.
Limited to 1 pick
0.5% interest rate increase
Summons a boss like all other picks
Limited to the very first roll in random
Version 1.6.3 - More Hotfixes
Fixes & Improvements
If you're dead, you can no longer pause
Yet another attempt at reducing desyncs, especially in Ranked
In Ranked Queue, the "Waiting for other player" prompt should no longer last more than a minute.
Fixed being able to search outside of the max MMR Range
Attempted fix for ghost lobbies
If the host is the last one to ready and someone else leaves, it shouldn't start the game
Fixed an issue in Singleplayer where, if you played a Variant map, it'd select the standard version of that map on return
When playing Co-op Boss Variants, Chaos should now shuffle the wave order properly. Including the boss order.
Fixed an issue in War where Dimensional RIP could trigger two waves to spawn at once. Again. For the fifth time at least.
Replays won't be saved if the game ends before the first element pick
Fix for Splitter Boss causing desyncs in co-op boss variants