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!
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.