Elemental War 2 cover
Elemental War 2 screenshot
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Genre: Real Time Strategy (RTS), Strategy, Indie

Elemental War 2

Announcing HexaScape: Cyber Defense

Hi everyone,

Welcome to cyberspace! Our next game HexaScape: Cyber Defense has just been announced - and it comes with a demo!

HexaScape: Cyber Defense is an addictive mix of hex grid puzzles and tower defense mechanics to create a compelling turn-based strategy game. So if you are a strategy player or a board game addict, this game is for you!

Be sure to give it a try:

https://store.steampowered.com/app/2647510/HexaScape_Cyber_Defense/

Update 1.1.7 now available!

We’re less than two weeks before christmas this year and as we stumbled upon a few bugs in Elemental War 2 we decided to release another patch as a little christmas gift for you.

The update makes it easier to find the earth piles for the treasure chest on Witch Forest map. They sometimes were really hard to find and I hope it’s at least a little easier now.

Then there is also performance bug where the grass got rendered twice (on all platforms except Switch). That’s also fixed now.

The remaining bugs affect the barricades (the memory allocated for their material didn’t get free’d anymore until going back to the main menu or restarting the game), the scarab quest didn’t work properly in coop and the summons of the demon lord’s ability did use the wrong HP values.

The update will go live now on all platforms. Merry christmas already everybody!



If you have suggestions, check out the feedback thread in the Steam discussions or our Discord.

Changelog

Enhancements

  • made treasure earth piles slightly easier to find on Witch Forest


Fixes

  • fixed memory leak for barricades
  • fixed scarab for quest missing in coop mode
  • fixed HP of Demon Lord summoned monsters being calculated wrongly
  • fixed grass being rendered twice


If you have questions, feedback or just want to talk with us, join our Discord​.

Update 1.1.6 now available!

Quite a while passed since the last update for Elemental War 2. We collected a few bugfixes and now have a new patch ready.

We fixed the Steam invites, so playing coop with friends is a little easier now. And across all platforms we fixed a few rare cases where small bugs could occur as found in our logs.



If you have suggestions, check out the feedback thread in the Steam discussions or our Discord.

Changelog

Fixes

  • fixed Steam invites not working properly in all cases
  • fixed some rare issues


If you have questions, feedback or just want to talk with us, join our Discord​.

Update 1.1.5 now available!

This update fixes a few bugs and adds some optimizations to improve the game even further.

As usual let us know if you encounter any other issues or have general feedback. While we don’t have any future plans with Elemental War 2 we will keep up support as needed.



If you have suggestions, check out the feedback thread in the Steam discussions or our Discord.

Changelog

Enhancements

  • mouse can be used now to skip dialogues and boss spawn sequences
  • improved readability of element damage on monsters


Fixes

  • fixed VSync setting not working anymore
  • fixed resolution sometimes not getting restored properly
  • fixed higher memory consumption ingame than necessary
  • fixed restoring status effects of towers not properly applying them so they could apply twice in the end
  • fixed summon elemental button hint not being displayed loading a savegame from a boss wave
  • fixed some monsters on maps with multiple path walking weird ways
  • fixed normal monsters getting elemental minimap marker sometimes
  • fixed minimap markers blinking at wrong spot for a frame


If you have questions, feedback or just want to talk with us, join our Discord​.

Update 1.1.4 with official Steam Deck support

Last year we started working on this new update to finally add official Steam Deck support. While that wasn’t too hard (it basically worked fine on Steam Deck already, but we optimized a few things for usability there) we decided to wait with release of the new update until the Switch port was done. That way we were able to integrate the performance optimizations (as far as possible, some fixes were more invasive and are only relevant on Switch anyway) into all other platforms as well.

Now it’s time to launch the update, even a few weeks before the Switch version will launch. You can find the full changelog below as usual. In general you can expect a few optimizations for Steam Deck, general performance improvements and also a few bugfixes here and there.



If you have suggestions, check out the feedback thread in the Steam discussions or our Discord.

Changelog

Enhancements

  • Steam Deck adjustments
  • made easy difficulty slightly easier


Fixes

  • fixed dialog skip button being cut off on Steam Deck
  • fixed performance issue on Red Canyon
  • fixed drawing board cursor positioning for resolutions != 4k
  • slightly reduced CPU usage for AI pathfinding calculations
  • fixed minimap clicking jumping to wrong position
  • fixed water on city map being rendered twice
  • fixed rare issue causing towers loaded from a savegame being blue
  • fixed price display of barricades
  • fixed item menu not closing properly anymore opening it from ingame menu
  • fixed auto-generated default flag configuration not getting stored
  • fixed confirmation box when leaving/restarting game with controller


If you have questions, feedback or just want to talk with us, join our Discord​.

Update 1.1.3

During the last October weekend I was at Polaris in Hamburg and there I presented Elemental War 2. Of course that way I got a lot more direct feedback than from all the other players that might find problems, but never report them. So update 1.1.3 is mostly feedback from the convention.

Not every feedback is possible to integrate easily and so some things will not be integrated into EW2 anymore, but we will keep them in mind for our future games.

There are few convenience features like 1, 2, 3 on keyboard being assigned for the speed levels now and that you can zoom out even further now to get a better overview. The remaining stuff are mostly bugfixes for issues of any kind, bigger bugs so you can’t complete quests under certain circumstances and smaller stuff like some tooltips being cut off in long languages like German.

You can also check out the new What’s New video of the 1.1.0 release if you haven’t yet:



The next planned regular update is to meant to ensure everything works fine on Steam Deck. I got one last week, but already had to sent it back as during my first test I noticed the display being broken. But I already noted a few minor things and will do more extensive testing once the replacement arrives.

If you have suggestions, check out the feedback thread in the Steam discussions or our Discord.

Changelog

Enhancements

  • game speed can be controlled via 1, 2, 3 now
  • increased maximum zoom out distance
  • attack and status mode now can be changed by clicking the status icon


Fixes

  • fixed game freeze in tower help menu with certain filter combinations
  • fixed cursor being visible during dialogs
  • fixed some inconsistency in naming of attack mode
  • fixed map restart with active Blockhead quest not removing mines
  • fixed profile info prompt in scoreboard not being hidden when switching tabs
  • fixed Gamble tower damage calculation being broken
  • fixed some quest objects still being priorized as targets of towers
  • fixed some monster ability related issues under certain circumstances
  • fixed potential cross-play issue
  • fixed missing tooltip for monster count
  • fixed some tooltip being cut off in certain languages
  • fixed Dragon Breathe Salvo quest
  • fixed bug causing very fast monsters sometimes to not reach the end portal
  • fixed slightly confusing monster element resistances in the status screen
  • fixed unwanted line breaks in inventory texts for longer texts


If you have questions, feedback or just want to talk with us, join our Discord​.

Update 1.1.2

This update is just a small hotfix in order to solve the issue that the game in coop still ended at wave 80 even though you were actually playing endless mode. That’s solved now, so you can continue playing there as well!

You can also check out the new What’s New video of the 1.1.0 release if you haven’t yet:



If you have suggestions, check out the feedback thread in the Steam discussions or our Discord.

Changelog

Fixes

  • fixed issue in endless coop mode still stopping at wave 80


If you have questions, feedback or just want to talk with us, join our Discord​.

Update 1.1.1

After the big game mode update we released just last week, here we have a new regular patch fixing a few bugs that got reported in the meantime. The update also adds the possibility to unlock new maps via coop mode which wasn’t possible so far.

There is no What’s New video this time as there is nothing really worth it to show. But we launched a new blog post on Xbox Wire in the meantime telling a little more about the endless mode and weekly challenges.

You can also check out the new What’s New video of the 1.1.0 release if you haven’t yet:



If you have suggestions, check out the feedback thread in the Steam discussions or our Discord.

Changelog

Enhancements

  • added stay in build mode hint to controller settings
  • new maps can now also get unlocked in coop mode

Fixes

  • fixed small pathing issue on Witch Forest
  • fixed player portal sound not being controlled by ambient sound volume
  • fixed treasure chests being invisible
  • fixed issue that caused elementals at wave 100 to directly die
  • fixed performance and memory issue due to projectiles never getting reused in some cases
  • fixed obsolete interest hint at 100000 gold being displayed
  • fixed rare issue where monsters could clip below the map
  • fixed monsters running circles on volcano map starting wave 100
  • fixed issues loading a savegame


If you have questions, feedback or just want to talk with us, join our Discord​.

Update 1.1.0

It’s time for our big game mode update for Elemental War 2. It took a while due to some cert issues (as usual), but now we’re fine and here we go.

The two big features of the new update are the endless mode and the weekly challenges.

The endless mode is the same game as the normal mode until wave 80. But instead of ending there another elemental crystal will spawn. That way you can continue playing until you have no lives left and get new elements and items until you reach that point.

The weekly challenges are exactly what the name says: they change every week and are real challenges. You will get a specific game configuration and have a week to improve your score there to improve your overall challenge ranking. The game configuration contains obvious things like the map, game mode and difficulty, but also things you usually can’t influence, like your start lives, the start wave, whether the game can be paused or not and more. Every week will be a little different, so check it out.

Also check out the new What’s New video showing off the major changes:



If you have suggestions, check out the feedback thread in the Steam discussions or our Discord.

Changelog

Enhancements

  • added endless mode
  • added weekly challenges
  • navigating through tower help menu now skips entries that aren’t enabled with current filters
  • added game setting to enable auto-rotation of the minimap to match camera rotation
  • slightly changed behavior of Teleport towers: they now still work on wave 80, but each monster can only be teleported once

Fixes

  • fixed left stick right icon for Xbox One controller
  • fixed tower description in help menu sometimes being cut off
  • fixed global rank achievements/trophies not unlocking properly
  • fixed game breaking when restarting run with active blockhead quest and blockhead quest is chosen as new quest again
  • fixed exploit selling tower and loading the game before sell animation is finished
  • fixed already completed quests being playable in coop again
  • fixed performance issue when building a new tower
  • fixed treasure chests staying on map restarting the game while they are on the map


If you have questions, feedback or just want to talk with us, join our Discord​.

CyberTD: Futuristic tower defense in the Triverse

It’s finally time to announce our new tower defense CyberTD, a mix of tower defense, roguelite and deckbuilding taking place in our cyberspace setting now called Triverse.

Working on it since April this year we’re finally ready to announce our new game, CyberTD! It’s a tower defense game, mostly turn-based, roguelite with deckbuilding and inspired by Taur, Core Defense and Slay the Spire.

You have one tower to defend the cyber core against viruses. Each wave you can select an upgrade to enhance your tower and its customizable loadout of weapons and active abilities to strengthen your defense and explore different combinations.

Play it alone, in local or online multiplayer both in coop and a versus mode or on Twitch with or against your chat!

You can already wishlist the game. Doing so will help us a lot, even when you’re not going to buy it in the end, so please consider it and tell all your friends about it as well!

CyberTD shall be released on PC (Windows, Linux, Mac) in 2023.

https://store.steampowered.com/app/2109510/CyberTD

Check out our announcement trailer: