Infinitode 2: Infinite Tower Defense cover
Infinitode 2: Infinite Tower Defense screenshot
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Genre: Strategy, Tactical, Indie

Infinitode 2: Infinite Tower Defense

Making Windows Defender happy again

The false positive reported by some antivirus software has been professionally fixed.

I had to roll back the game engine 1 year and 1 month back, because nothing else helped. Your AV software should now be happy but I'm not sure the game itself will be stable - a considerable amount of work and bug fixes had been discarded in order to please the Windows Defender.


Sorry for the inconvenience.
- Windows Defender team, in my imagination

Virus in the game (a recent false positive)

Just letting you know I am aware about the fact your antiviruses currently go crazy and report a trojan virus in the game. Don't worry, there's none, and this issue has affected other games which are using recent versions of LWJGL (the same thing Mojang used once, yes).

Infinitode uses LibGDX 1.12.1-SNAPSHOT (roughly the same as 1.13.0) and it is affected by the issue highlighted on their website:
https://libgdx.com/news/2024/10/gdx-1-13

I'm running exactly the same version of the game as you do and my (most recent version of) Windows Defenter does not complain (which is bad, because I don't even know which file is triggering the AV). Maybe Windows Defender team is currently experimenting with something and it causes this false positive, since not everyone is affected. Anyways, the game does no harm to your device, and if you are panicking and do not believe me - do reverse engineering, network monitoring or something (or ask someone else to do that) to prove I'm wrong, because a garbage in the antivirus' database is not the fact the virus exists and seems like some people blindly believe it.

Temporary fix


You can simply put the game out of the quarantine, mark it as "trusted", and it will become playable again (as a temporary fix). Please check the documentation of your AV software if you need to know how to do that.

Proofs




What now?


I'm searching for a solution / waiting for LibGDX/LWJGL3 update which should fix that - currently there's none. I also can't fix it myself because my instance of Windows Defender can not detect any issues in the game. The game will be updated as soon as we have a fix.

Going back to the previous version of LibGDX (which has no such issues) is not an option since the game depends on many features introduced in LibGDX 1.13.0.

If you have a solution, please let me know in the comments.

Update 1.9.2

This minor update brings one last Infinitode 1 feature which has been missing in this game - the "bonus enemies" (or "star enemies" - see this wiki page if you've missed it).

It took a while to introduce them in Infinitode 2, because I had to come up with a better implementation and could not just copy them from the previous game. Those enemies were both satisfying and annoying - they gave great rewards but were also hard to kill and distracted towers, sometimes ruining the run. Since Infinitode 2 is aiming for a fair competition and top leaderboard runs take lots of time / effort, a random encounter with that damage sponge would just do more harm than good.

Update 1.9.2 brings random encounters with those bonus enemies back, but now you have a choice to accept or deny the challenge. A flying thing with white wings (please give it a name, I'm struggling here) has a chance to appear on any level / custom map run (but not before wave 7), and it will move in a random direction for 20s of in-game time. If you tap / click it, a prompt will be shown for you to accept or to deny the challenge. Accepting the challenge will give you a chance to get a good reward, but it also affects the current run and you may even ruin it while trying to complete the challenge. Ignoring the flying thingy or denying the challenge will make it disappear and won't affect your run in any way.

Please remember - towers and abilities do not affect those flying scrolls, they only respond to your taps / clicks on them. Oh, and one more thing - they will completely ignore your clicks if your game is paused so act quickly and don't try to fool them.

Changelist:




What's coming up next


I'm going to introduce a test version of community maps in the next minor update, and I'll be focusing completely on that feature.

Thanks for playing, and I hope you'll enjoy this update!

Update 1.9.1

Bug fixes and stability improvements, mostly.

Changelist:



  • Fixed many rare bugs causing crashes and game instability
  • Fixed: users with non-english usernames were unable to launch the game on Windows
  • Attempt to fix the game not launching on some AMD GPUs
  • Selected abilities are now synchronized with the cloud and are not stored as a device-specific setting
  • Rare - Legendary cases and blueprints became a bit cheaper on the market
  • Fixed: Sniper's killshot and Flamethrowers ultimate ability did not kill some enemies during Overload
  • Improved quality, size and resolution of JP, KR and CN fonts. Added missing symbols
  • Fixed: desync check failed on levels 1.8 / 2.8 / 3.8 / 4.8 (false positive, actual repays are fine)
  • Improved sync check reports for Lua scripts
  • Added game integrity check, used to ignore crash reports from a modified versions of the game. You can view files integrity status at the bottom of the settings screen and, if it failed on PC - try to check local files integrity through Steam
  • Fixed some other issues reported to the bug tracker


This is a maintenance update which makes sure you can enjoy the game with no crashes while I'm working on a new features.

Update 1.9.0 and the start of Season 3

The update which took a year of development is finally here!

Click here to read the same announcement in our blog with a slightly better formatting.

It focuses on a much better balance and some new gameplay features. Modding support has also been improved and we are steadily moving to something big.

Note: if your progress has not been automatically migrated from the previous version of the game, you can click on a button in Settings to do that manually, but please read the warnings!

Update 1.9.0 changelist


TL;DR;

  • New map editor features
  • Damage numbers
  • Boss HP bars, bosses became slower and harder
  • New music and a proper mysic synthesizer on iOS
  • Email is not requried for sign up, account screen and forms became better
  • More hints and explanations in tower menus, new Gem menus
  • More than a hundred of new research nodes, new free research
  • Up to 16x faster resource farming in some scenarios (level farming bonuses + new ability + improved Mining speed mod)
  • New Bonus system
  • Towers can be manually disabled
  • Steam Cloud and Linux support
  • New item market in the Shop
  • Much higher Bit dust drop rate, up to 12x on max difficulty and research
  • More quest slots
  • Removed days-in-row reward, increased daily quest rewards
  • New ability, new level, many new tower mechanics and a massive rework of towers
  • Better modding / scripting support
  • Lots of bug fixes and performance improvements, improved text fields on mobile devices
  • More colors in labels, better icons


Gameplay, new content and features



  • Added 96 new passive, tower-specific, free research that are being unlocked simply by using a tower. These new research upgrade specific towers and give bonuses for farming



  • "Extended statistics" research now adds a new column to the Statistics screen, which calculates damage per coin for each tower



  • Per-tower in-game statistics (DPS, kills and bonus coins in the tower's menu) are now always visible - no research required. Added a total damage counter into the tower menu



  • Miners now have more item slots, which allow them to farm more items per game. Adjusted item mining rate - the chance to get an item is now higher on average



  • Miners now have a single mining speed which does not depend on a resource type - for example, Infiar miner will now mine Scalar and Infiar at the same speed



  • Completely reworked the level I will not talk about, because there's no such level



  • Gems on levels 6.1 and 6.2 now can be selected and have a proper menu, which shows detailed info about them (their effect / immunities / their HP etc)



  • Added level 6.6



  • Added a Bonus system, which is available on level 6.6 and in the daily maps. Currently it has more than 40 different powerful bonuses you can choose from during the game, featuring many new gameplay mechanics. Bonus system is deterministic, making leaderboard competitons fair for everyone



  • Amount of prizes in the Lucky wheel has been increased, and x2/x3 segments appear more frequently. Added a new research which increases a chance for an extra x2 segment to appear in each wheel



  • Completely reworked map editor - now it allows multiple selection, which can be moved or used as a "brush" for painting. Map editor now also has a history (you can undo last changes using Ctrl+Z or UI buttons) and it backs up your map in case you manage to crash the game somehow. Tile-sepcific menus and inventory has been slightly redesigned too



  • Pathfinding will now never fail - enemies will always find a path to the base, even if there are no tiles along the path. This makes it easier to create custom maps and makes pathfinding less buggy. This also allows to create new crazy custom maps where enemies move right through the void (do not report it, that's intended)



  • One-time gift is given for unlocking Stage 4, which includes a temporary Double Gain or Accelerators if DG is already enabled. This should make stage 4 progression much more enjoyable, as at this stage many players start to struggle due to an increased difficulty



  • Towers can be manually disabled by clicking on their title in the tower menu



  • Local save files are now stored in the game's folder on PC, which allows to have multiple installations of the game with a separate progress. These save files are now synchronized through the Steam Cloud, serving as a fourth backup storage (along with local files, Infinitode cloud and Infinitode auto-backup feature) for your saves and making it much easier to continue playing on any other Steam-powered platform



  • It is now possible to write a note on your cloud saves. Premium access allows to have up to 7 cloud save slots



  • Regular levels now can have random bonuses for a specific resource type / green papers / bit dust, which allows to farm up to 4.5x more of that specific item in a single run



  • Bosses now have more HP and move slower. Difficulty of bosses has been adjusted



  • Source tiles were changed on some of the regular levels, which makes levels more equal in terms of farming



  • Only 20% (instead of 25%) of quests are required for the first stage of quests Prestige. Increased Prestige token rewards given for resetting the quests



  • Added a small inventory to the research screen, making it much easier to see all your items at a glance. Clicking on the items will show the amount of items still needed for a full research tree and the amount of research currently requiring the item. Colored dots near the items show how much some specific item is needed at this moment



  • Map editor allows to select music track files directly from the disk drive and save them back to the disk. It also allows to download music by URL - simply search for .xm/.s3m/.mod file on the Internet and paste its URL into the game



  • Increased daily map rewards



  • Removed item cases from the shop - they did not scale with Green Papers properly and Cyan chests were too pricey
  • Added an Item Market to the shop. Most of the items you'll need can be purchased there, and it allows to exchange the resources you do not need for item cases, bit dust, blueprints and other good stuff. Item offers are updated every 1h of in-game time and are scaled according to your progression. Clicking on an offer also shows how many of this item you already have and how many of them are currently needed for research



  • Pressing Enter on the research screen installs the currently selected research
  • Multiple tile packs and item cases can be selected in the inventory. It is now also possible to open 4x more packs and cases at once by long-pressing the Open button



  • Bit dust drop rate increases according to the difficulty of the Endless mode, now up to 6x more Bit dust per run
  • Bit dust drop rate research became twice as powerful and no longer costs Bit dust



  • Game website has been improved, new features were added to the account page. It is now also possible to enable two-factor authentication if you want to secure your account (will go live in a couple of days)



  • Cake trophy now gives +1 Quest reset (basically +1 quest slot) and increases bit dust / prestige dust drop rates instead of giving gameplay-affecting bonuses, which should not give advantage on the leaderboards



  • Email is now completely optional for signing up. Signing up with Steam has been greatly simplified



  • Levels of stage 6 require resources to be unlocked. You won't have to purchase these levels if you have already played on them
  • Endless leaderboards are now limited to the first 45 minutes of in-game time
  • Added dozens of new research



  • Level 1.3 trophy now requires more waves to be defeated
  • Enemies are now considered "in range" even if they touch a tower's range (previously the center of an enemy had to be in range). Same goes for the Flamethrower's flame
  • New "Slipping" debuff, which reduces enemy's speed by 30% and stacks with any other debuff or effect. Applied by Blizzard



  • First level of ability research is now always free on the research tree
  • Added Invulnerability buff, used by some bosses
  • Added NoBonusSystemPoints and NoDamage buffs, used by the bonus system
  • Abilities won't start if they will cause zero damage
  • Added a new research which increases the amount of quests that can be completed in a single run



  • Removed days-in-row reward from daily rewards. You should receive a compensation if you have at least 3 days of a streak. Increased daily rewards instead



  • Added a new "Loop" ability



  • It is now possible to receive the "Developer" trophy without installing the Developer mode research - unlocking the research is enough. This trophy still does not give any gameplay-related effects but now your trophy collection will finally be complete without enabling the Developer mode
  • If enemies are allowed to walk over platforms or if their path is blocked, they will prefer to move through modifiers and, only if there's no path through modifiers - they'll start to move through towers
  • Easy difficulty mode has became even more easy


Visuals, audio and UI



  • GameValue icons were redesigned and now are more colorful. They are used in a Core upgrades, Boost tiles and research icons



  • Added modifier and ability icons to the effect names (research menu and Boost tiles)
  • Fixed: snowballs and ball lightning units appear more smoothly from the Freezing and Tesla towers
  • Added damage numbers with a different visuals depending on a type of damage (more / less effective, critical, special etc). Can be configured through the settings screen



  • Added boss HP bars



  • Coin particles now depend on a real time and stop moving if the game is paused - same goes for damage particles. Can be useful if you want to check the efficiency of your towers at a specific moment
  • Statistics screen has been updated and now features a better per-tower statistics table
  • Swapped music on some levels, added new tracks. Use in-game music player or this great playlist by Cinex to listen to new tracks: YouTube



  • Slightly rearranged in-game buttons in the bottom-left corner of the screen, for convenience
  • Redesigned Miner menu, which explains the final mining speed better and is more invormative overall
  • Game loads more smoothly on a slow devices
  • Added a new "CVD-friendly colors" option, which should make it easier for colorblind players to distinguish some graphics. Research tree colors has been adjusted to be CVD-friendly by default. Added some details to the textures of some items to make it easier to distinguish them. It is now possible to click on an item icon in the research menu to enlarge it and view some info about it



  • Updated Account screen UI, added more info to the sign in / sign up screens and made form fields more visually consisting
  • Loading screen now has a completely black backgroud and transitions more smoothly into the main menu
  • Using a case key in the inventory now opens the shop, highlights the key exchange button and scrolls the screen to it. If there are 10+ keys in the inventory, a hint bubble will be shown on the inventory button



  • Fixed descriptions of many music tracks - added authors, real track names and links to the official websites. A notification will appear each time a track starts to play, and you can click on the links in it to visit the author's website
  • Music track files can now store a global volume configuration. Reduced music volume on some levels
  • Fixed "game over" slow motion effects
  • Added missing translations
  • Added a proper live music synthesizer for iOS, music spectrums now work properly on this OS



  • Added a list of community translators to the settings screen



  • Translations can now contain conditional blocks which improve the quality of translations
  • Added a 8xMSAA anti-aliasing option for graphics settings and an experimental full-screen borderless screen mode on desktops
  • Added many hints to the tower stats in a tower menu



  • If auto-saves are disabled on the account screen, a warning icon will be shown in the main menu to prevent a progress loss



  • Desktop version of the game starts in a full screen by default. Use F11 to switch between windowed and full-screen mode. Holding Ctrl/Alt/Shift with F11 will switch to a different resolutions of a windowed mode
  • UI scale is adjusted automatically in a full screen mode of a desktop version of the game
  • Improved visuals of the developer console



  • Added copy / paste buttons that will appear over text fields, just like on Android or iOS. Android and iOS versions of the game no longer open a default OS UI with a single field



  • Text fields will be shifted on Android and iOS to the visible area if they are being covered by a software keyboard
  • Fixed: tower menu will no longer show hints for stats and tower's range for the next upgrade level of the tower if tower can not be upgraded further
  • Switching game speed now works more smoothly
  • Size of some projectiles and projectile trails had been adjusted slightly. Venom projectiles got more juicy particles
  • Music Spectrum can be turned off in settings
  • UI elements that can be scrolled automatically receive focus when you hover over them with the mouse
  • Source tiles with a very low density now always render at least one colored polygon
  • Adjusted mouse zoom, now it works like in a Photoshop and makes sure to zoom to some precise numbers / avoids blurring
  • Gamebreaking: Script tile can no longer be selected during the game
  • Fixed quest list
  • New Epic rarity sound (took me a day to create, please tell me you've noticed the change)
  • More sounds for Lucky wheel
  • Some minor fixes related to the safe zone UI
  • Large prices in Cores are now being shown as a compact number
  • Trophy viewer now also has an anti-aliasing enabled on the PC version of the game
  • Rearranged star research branch, should now be easier to follow
  • Added music spectrums to the music player for your enjoyment



  • Notifications no longer queue up if many notifications are being shown, instead new notifications show immediately and make the oldest ones disappear
  • Added "how to obtain" hints to the trophies that are not unlocked yet



  • Added a timer to the live leaderboards in an endless mode


Balance



  • Fast enemies - HP reduced by ~10% and number of enemies by ~5%. Poison debuff slows down Fast enemies by 5% -> 7%
  • Icy - shield logic has been simplified. All damage first goes into the shild - HP is not reduced if Icy has any amount of shield. Shield receives reduced damage from anything except bullets and fire
  • Strong - reduced number of enemies spawned by ~10% in a later waves
  • Starting XP level research removed, towers always start with L1. Research replaced with a bonus PWR per level till L10
  • Rotation speed research (global) - effect reduced by ~25%
  • Bonus XP research (global) - effect reduced by ~20%
  • Poison debuff - now deals at least 15% of damage when stacked
  • Stage 5 star requirements were adjusted
  • Levels 1.1, 1.2 are now less "difficult"
  • Storyline research now give new effects
  • Tower XP requirements for leveling up were adjusted - now they require a bit more XP for L1-10 and less for L11-L20+
  • Disoriented enemies and Air fall explosions do not affect MDPS
  • Powerful ability of all towers now give 15% instead of 10% PWR. PWR calculation is now multiplicative
  • Boss waves delay the wave that comes after them even more
  • Minor balance changes in Research: global damage / attack speed and some other things were nerfed a bit and corresponding per-tower research has been buffed greatly. Overall tower efficiency has grown by ~25% on max research tree compared to the previous build and now per-tower research should feel more rewarding
  • Slightly adjusted the difficulty of a different enemy waves, Regulars should not dominate now and Jets became a bit stronger
  • Adjusted difficulty of levels 1.1-6.1 (including the bonus levels) for a more smooth progression and a better challenge
  • Base piercing of explosions increased - Fireball ability, Cannon, Missile, mines and air fall explosions became stronger

Balance - Abilities



  • Blizzard - now also covers 8 random roads with ice, which debuffs enemies with a Slipping debuff
  • Windstorm - has increased range, doubles bonus coins for the next forced wave
  • Magnet - lasts longer, projectiles fly towards the first enemy and affect MDPS. multiple instances of this ability can not be active at the same time. Colliding projectiles (Splash / Multishot etc) can now fly further if affected by this ability
  • Bullet wall - if some bullets do not hit any enemy and fly outside the map, they will return back aiming at random enemies. Each bullet can return for up to 3 times
  • Overload - lasts permanently, until an enemy reaches the Base. Only affects mining speed and enemy toughness, scales with endless mode difficulty
  • Loop - new ability, which doubles damage of towers and doubles mined resources of miners
  • LOIC - now also boosts Bounties, making them give 30% more coins next time

Balance - Modifiers



  • Balance - upgrade XP requirements reduced, each of its upgrade levels now also give +1 Max XP level to the neighboring towers - up to +40 MAX XP levels if you surround a tower with this modifier. Selling a modifier will reduce max XP level of the towers but will not revert abilities
  • Search - bonus range +5% -> +7%
  • Power - effect is multiplied by Power platform bonus, making this modifier more useful
  • Attack speed - speed bonus 22% -> 21%, same as in the Damage modifier
  • Mining speed - increases miners mining speed by +35% -> +60%. The modifiers are connected to a miner, the less effective each of them becomes. Added modifier efficiency table to the Modifier's menu
  • Experience - gives 30 XP -> 21 XP per resource

Balance - Towers



  • Powerful ability of every tower increases PWR by x1.1 -> x1.15. Powerful platforms multiply tower PWR instead of simply adding up a percentage to it, which makes them much more... powerful! LVL 10 towers with Powerful ability now have 28.7% -> 39.7% PWR
  • Towers scale much better with PWR and XP level, all towers should be useful on a higher waves. Some stats now benefit from PWR much more to compensate for the lack of damage-affecting stats in some towers
  • Due to "Starting XP level" research replacements, L20 PWR of towers increased from 17% to 21.5%
  • Range of all towers reduced roughly by 5%
  • (i) Stat differences are compared to XP level 20, upgrade level 10 of towers in v.1.8.10



A detailed list of balance changes can be found in the blog, it does not fit into Steam news.


Technical / performance and bug fixes



  • Game sessions (instances of GameSystemProvider and everything related to a single game state) are now thread safe, which allows to run multiple game sessions in parallel on a multiple threads. May be used in the future to simulate the state on a separate thread and make FPS much higher and more stable
  • Added a "dirty tile" mechanic, which allows to mark specific tiles for a cache update. For example, modifiers can mark tiles around them as "dirty" and will force the neighboring buildings to recalculate their stats - previously this had to be done manually and was error prone
  • Updated LibGDX game framework and many other libraries to the latest version
  • Particles are now updated on multiple threads if Multithreaded rendering is enabled in settings
  • Pathfinding is now handled on multiple threads, which makes it much faster and less laggy on a huge maps with lots of portals
  • Removed empty parts of textures to reduce the overdraw and improve rendering performance - barely noticeable but is still an improvement
  • Damage is now queued instead of being handled immediately. All damage is handled at the end of each frame, which is much less error-prone and splits the damage dealt more fairly between all towers who have damaged and killed an enemy. The main benefit of this change - enemies are not being removed from the state until the end of the frame (no issues with dereferenced enemies in loops etc) and all debuffs are guaranteed to be applied before the enemy is killed
  • Added a new RenderSystem, which handles all session-specific graphics and allows to use FrameBuffers / combine Batch with a ShapeRenderer / remove default graphics or rearrange the rendered layers
  • Added a MultiReasonBool structure, which is used in a fields like Enemy.invisible/disabled or Tower.outOfOrder. This allows to combine multiple tags that affect these fields and make it easier to work with them. For example, a tower could be disabled by an enemy walking over it, a Metaphor and manually by the player, all at the same time - an extra data has to be stored somehow to make sure the tower will not be re-enabled only if some single factor has been removed
  • All UI listeners update the actual graphics on the next frame after the event has been triggered (using new methods of the UiManager) to prevent some bugs and avoid unnecessary work if multiple events has been triggered in a single frame
  • Mouse events and map hovering / selection has been moved into a separate systems which trigger new events, which makes input handling easier and less buggy. It also adds some flexibility, making it easier to write scripts which handle the input
  • Fixed: 5.b2 sometimes did not give 3 stars for beating the last wave
  • Save files are now saved to the disk on a separate thread and use an optimized file format, which reduces disk usage and FPS drops
  • The game now uses a new map file format, which greatly reduces their size and makes them load faster
  • Removed most of the pools - they no longer improve performance, harm GC timings and can even harm the performance in some cases
  • Game ships with the controllers library. Controller support can be added by mods
  • Lua VM has been optimized, scripts are now able to use the full spectre of Java's multithreading and utilize the whole CPU
  • Greatly reduced RAM usage, some parts of the game now load faster than before
  • Fixed: Indonesian locale should no longer crash the game
  • Implemented a new asynchronous logger, which writes directly into the file and does not consume RAM
  • Improved collision detection and spacial partitioning of the enemies, which should greatly improve the performance
  • Optimized projectile trails
  • Min range is now a tower stat but should not appear in menus
  • New "difficulty curve generator" - removed specific waves from the levels config, replaced them with a single number
  • 3D models are loaded asynchronously where possible
  • Added an experimental support for Linux OS
  • Optimized Path objects - they are now immutable, less error prone and have a better performance
  • Optimized Healer and Armored auras
  • Fixed formatting of strings with "short numbers" (in the form of 12.3K, 23.4...)
  • The lucky wheel cannot be spun for some time after downloading the saved game from the cloud
  • Cleaned up the ENEMIES_WALK_ON_PLATFORMS GV handling, should now work properly in every place / map editor
  • Fixed many bugs related to text fields
  • Fixed some bugs in the live leaderboards
  • Fixed the speed of enemies on path corners
  • Fixed a bug in the Basic tower's ultimate ability, which calculated XP incorrectly (Gauss-Basic bug)
  • Many performance improvements in different places
  • Increased Gauss' shooting range, to make it hit enemies even on the largest maps
  • Gauss now stuns all enemies in line, even if its projectile had been stopped by an enemy
  • Reduced replay file size
  • Game logs now "rotate" - older logs will be archived instead of being overwritten
  • All towers can now be properly disabled
  • Fixed #1765 - ball lightning (tower ability) hit fighter
  • Fixed #1797 - Basic ult cloned xp can provide much higher levels to gauss self improvement
  • Fixed #2160 - Unable to complete daily quest
  • Fixed #2214 - Loot tab still shows description of keys after using all of them
  • Fixed #1623 - Ease of Access (low contrast / indistinguishable colors / size of UI elements) - main thread
  • Fixed #1924 - Clarity problems
  • Fixed #2245 - Pause menu's music player bugs
  • Fixed #2241 - Softllock - 0.4 Missing a lose condition
  • Fixed #2280 - Bugged real playing time statistic
  • Fixed #2276 - Indonesian localization is not functional
  • Fixed #2228 - Translation Issues
  • Fixed #2163 - Permanent white circles in UI, again
  • Fixed #2049 - Problems with Tesla's Ultimate
  • Fixed #2272 - Crash on map restart using enter key.
  • Fixed #2251 - Resources ui became invisible after using the new research button in the losing screen
  • Fixed #1701 - Leaderboard % label glitches in-game
  • Fixed #1836 - 2nd poison tower doesn't re-target to apply multiple stacks of poison
  • Fixed #2244 - Ability tickets and endless research
  • Fixed #2259 - Incorrect interface at startup
  • Fixed #2270 - Laser 3rd skill makes charge longer than normal
  • Fixed #2252 - Glitch: how to easily win the wave that comes after a boss.
  • Fixed #2312 - Music slowed when picking section of music
  • Fixed #2377 - Stars on equalizer tiles goes away when load from cloud saves
  • Fixed #2376 - Music player text display error
  • Fixed #2389 - Power V misleading name
  • Fixed #2366 - "Watch Ads" description text is overlapped by item icons
  • Fixed #2414 - Irritating music player panning issue
  • Fixed #2453 - multiple packs of 90% quality tiles can coexist in inventory
  • Fixed #2460 - Gem enemies are counted as enemies, making it impossible to end the game
  • Fixed #2475 - Disabling developer mode
  • Fixed #2298 - Sound device not changing
  • Various other performance and stability improvements


Please read the blog post if you want to know more about new scripting / modding features.

Future plans


There are some good things left on the TODO list, which were left there because this update already takes too long - things like rewards for reaching even higher waves, crafting and prestiging improvements, and even a (very enjoyable) feature from Infinitode 1.
We are very close to the point at which I'll consider the game fully complete, and introduction of the level 6.8 in the future updates will signify that.

Unfortunately, there's still a war going on in my country and it makes it extremely hard to continue developing the game. I can give no estimates nor guarantees this is not the last update and I apologize if this update has bugs or causes any kind of item loss.

Another announcement will appear in the game's blog soon, I still need to thank players individually and congratulate Season 2 winners.

I hope you'll enjoy this update! It took lots of effort and many people have participated in designing and testing it - thank you guys, you've helped a lot!

And thank you for playing Infinitode 2!

Open Beta Test has ended and Season 2 ends soon

Hi!

In case you've missed the news on our Discord server:
- Season 2 ends today and the server will stop receiving replays from version 1.8.10
- Update 1.9.0 will go live in a couple days!

I'll make a proper announcement of the update once it is ready to be played, please stay up to the news.

Thank you!

1.9.0 Open Beta is live

Hi everyone!

Season 3 update 1.9.0 can now be downloaded from the Beta branch called "1.9.0-obt" (Game -> Properties... -> Betas -> Beta participation)!

This version is linked to the Beta server and won't affect your main server-side progress, but please make sure you've saved your progress to the cloud before you switch to this version as it will overwrite your local files.

A complete list of changes will be released at the end of OBT, but you can find a short changelist in the in-game news.

Any issues can be reported to https://tracker.prineside.com
Beta is discussed on our Discord server and you can find info about the fresh Beta patches there:
https://discord.gg/4kZ2TJ4

Beta is also available on Linux!

Update 1.8.10

List of changes:



Quality of Life



  • Items can now be marked as favorite in the inventory. Marked items can not be sold / prestiged
  • Depleted sources are marked on custom maps, added a Depleted node hint to the Miner menu
  • Added a "holdable button" mark to the buttons you can hold
  • Added tooltips for buttons / icons you may have not known about
  • Latest news won't show up immediately when player starts the game for the first time
  • Changed appearance of the "Game over" overlay - added "Next level" and "Research" buttons
  • Added global hints to the Game over screen (70+ hints). Note: I really need your help translating these hints (we translate the game live here)
  • Added required resource icons on research screen when zoomed in
  • "New game" renamed into "Select level" in the main menu
  • Clarified the "progress will be lost" message when there's a level in progress
  • "Toggle button switch" texture changed
  • Language selection screen - current device's locale is now highlighted
  • Added info marks to some of the UI elements, click on them to show a tooltip
  • Added info about the currently-in-progress game into the main menu
  • Clarity improvements (https://tracker.prineside.com/view.php?id=1924)
  • Added a tooltip to the sign in form if player already has progress for some account
  • Added research node placeholders for the invisible research


Player profiles



  • Profile level is now calculated differently and has been reduced. It is only visible on the player's profile page
  • Added Seasonal level which will be reset every season. What you see in the leaderboards / your in-game profile bar is a Seasonal level. Seasonal levels require much less XP than Profile levels
  • "Of Merit" badge is replaced by "High-leveled" badge. This badge can be pinned starting from the Common rarity (profile level 10)
  • Players will receive a message when they receive a new badge
  • Premium users can link their YouTube channels through their account page on the website. Players with YouTube channels can be viewed through the in-game browser -> players -> sort by "Badge: YouTube author"
  • YouTube channels are now shown in player profiles


Miscellaneous



  • "My account" page is now available on the game's website (https://infinitode.prineside.com/?m=account)
  • Smoother transitions on the Loading screen
  • Limitation removed - Bosses can now appear on wave 2000+
  • Messages can now contain items


Platform-specific



  • (Android) Added a "Personalized ads" toggle into Settings
  • (Android / iOS) Rewards for ads should now be issued even if the app crashes while showing an ad
  • (Steam) Double Gain can now be purchased right through the game. It will be linked to the account automatically


Dev mode / modding



  • Source tiles can now have resource density of up to 1000%
  • Developer console works faster and can be flipped (DBG_CONSOLE_FLIPPED - useful for mobile devices where soft keyboard may overlay some part of the screen)
  • Added Json5 loader, added Quad examples (see quads.json5) and AssetManager.getQuad() method


Performance improvements and bug fixes



  • Optimized WaveSystem / wave difficulty calculation, which improves game's stability and performance on a high waves
  • UI components are now lazily initialized and should not cause lags on game loading. (Modding) To access any of the UI components (for example, Dialog), use Dialog.i()
  • Fixed: inventory now shows hints when no item is selected
  • Fixed: Indonesian language could not be selected on some devices
  • Resolved 5 issues: https://tracker.prineside.com/changelog_page.php?version_id=33
  • Various UI/UX imrpovements
  • Various minor performance / stability improvements


And now we are starting work on the next season - the start date of the next season will be announced a little later.

Thank you for playing!

Update 1.8.9

This is basically an organizational update before we start working on the seasonal update and new content.
In addition to the list of changes, we have some important news for you.

List of changes:



  • (iOS) Equalizer tile now visible on iOS but will generate random spectrum (platform's limitation). It will also show a random spectrum when music is turned off on any platform.
  • (Dev mode / modding) Added many new options to the Equalizer tile editor
  • Highlighted the "Skip tutorials" button
  • Added Terms and Conditions page (Terms and Conditions) and links to it
  • Bans are now visible in player profiles. Banned players will receive a message
  • Preview of news in the main menu is now properly translated if game's language is not English
  • Double Gain can be linked to accounts and synchronized between devices without loading from cloud
  • Added Mailbox to the main menu. Daily quest rewards will appear as a new message there
  • Added "Account settings" menu which allows to review / manage your transactions and account statuses. It also allows to confirm your email - you may need it later but this feature is available already
  • Steam can be linked to the in-game account, which will allow one-click sign in. It will also link a Double Gain to your account if you've purchased the game on Steam
  • Improvements on the server's side
  • (Android) Replaced rewarding ads provider - consent window may appear once again on the first launch of the game, sorry for the inconvenience
  • Added experimental implementation of a Premium account status
  • Minor UI/visual tweaks
  • (Android) Fixed a couple of platform-specific bugs to prevent crashes
  • Added "Players" tab to the in-game browser. Players can be sorted by level, badge progress and some other stats. Also "Search by nickname" feature is now available
  • Double Gain and Premium status can be disabled in Settings (this won't make them longer, only disable if you don't want them)

Few notes:

  • Account statuses should be available even if there's no Internet connection. Statuses will be applied automatically to any of your local progress when you sign in into your account. If you don't want any of the statuses, you can toggle them off in Settings
  • Double Gain won't be linked automatically to your account, just in case you want to link it to some other account. You can do this manually through the Account Settings menu
  • It is not possible to unlink Steam account or migrate account statuses, so be careful


Premium status


The main purpose of this status is to increase account credibility - we are working on some new and exciting features that involve player-to-player and player-to-server interaction.
These features increase server load, require manual moderation and increase the risk of abuse by users who can create a bunch of accounts for free.
This status does not unlock any new items and is not required to access any of the existing features of the game.

...well, ok, I believe it is no longer a secret for those who have read our ToS and announcements on Discord - we are still working on the Community maps and may deliver them some day, but every single map / script tile has to be checked carefully.
Note that Premium won't be required to download or play them, only to submit new maps, thus lack of Premium won't restrict players in any meaningful way. We may also run some kind of early access stage of Community maps for Premium owners to reduce the load and minimize risks.

We have also noticed that players like to post videos on YouTube and wholeheartedly hope that this will allow someone to succeed in this matter - one of the features we are working on is an integration of YouTube chanels into player profiles, which also requires slightly higher account credibility and will be available to the owners if this status.

Premium status will also allow you to receive all of the rewards you could normally receive for free from the rewarding ads that are only available on iOS / Android, so it basically works as "disable ads" feature and equalizes playing conditions for mobile platforms and Steam.

This status has also a couple of side effects once it becomes purchaseable on Steam:

  • We'll be able to introduce trading cards! They are not available for a completely free games
  • Players who want to receive rewards for ads / support us will no longer need to run Android emulators


And to be completely fair with you, this is a way for me to receive anything for maintaining this game on Steam - Infinitode 3 is way beyond the capabilities of a single developer and I really need to hire some skilled people.
This is the way to go if you want to support my work and I'll be extremely grateful to everyone who will help me to carry out the development of the next game.

Ways to obtain Premium


It can't be purchased yet, and won't be for sale during the whole Season 3.
We will grant this status to those who really needs it or is an honored member of our community, because we believe it is fair and well deserved (but please don't ask for it - we'll discuss it in Discord).
Some of the YouTube authors will also receive it for free.

Now may I have your attention please:
In addition, the leaders of the second season will receive Premium status as an additional reward:

  • Top 1 - Permanent
  • Top 10 - For the whole season
  • Top 200 - 1 month
  • Top 400 - 2 weeks

Besides, to make this reward more valuable, we want to give them as a Steam items you can exchange / sell. This way, even if you have received Premium for any of the reasons mentioned above, it will still remain meaningful and valuable for you.
And to make it even more interesting, Top 200 Premium status items will be marked with "season number - place - nickname" (if Steam allows that - please leave a comment if you know if it is possible).
Premium items will remain in your inventory if you choose to keep them but can also be used (and will disappear) to link a Premium status to an account for the duration specified.

Note: these are mostly our plans, they may be slightly changed if some of them are impossible to implement.

Thank you for staying with us!

Update 1.8.8

List of changes:



  • Fixed 25 bugs
  • Added new experimental features:

    • "Multithreaded rendering" may help increasing FPS in a projectile-heavy scenarios
    • Graphics scale can be used to reduce the load on your GPU
    • Clean detailed mode adds transparency to the projectiles and particles so you can see the map through them

  • Rendering performance improvements
  • (Android) Added new rewarding ads provider (in attempt to fix an old issue)
  • Skill points can be exchanged for a "Skilled" badge in your profile. Skill points are obtained through the Daily quests
  • Seasonal leaderboard now shows top 200 players and their pinned badges
  • Player profile pages should load much faster now
  • (modding / dev mode) UPS is no longer capped to 2s of in-game time
  • (modding / dev mode) Enemy textures are now stored in the EnemySystem and can be changed by scripts
  • (modding / dev mode) SideMenu containers can now be accessed through the SideMenu's fields, some fields became public
  • Level 6.3 Fix: sometimes towers did not switch from the boss to a regular enemies (for example, Minigun targeting First)
  • Removed performance survey (results are available in our blog)
  • Level 6.5
  • New tiles: Equalizer, Quad - do not drop as a regular loot but may be obtained as a rewards / used in modding
  • (modding / dev mode) Developer console history and various improvements
  • Buff tile can now act as a final global multiplier for some effect, already used on level 6.5
  • (modding / dev mode) Lua now correctly handles byte[] and does not convert it to/from String
  • (modding / dev mode) New drawable type: Quad (taken from Infinitode 3, editor not included)
  • Reduced memory usage, the game should now be more stable
  • Added music player button into the Pause menu
  • Better formatting for Buff tile effects
  • Base tile menu now also shows level effects obtained from Wave quests
  • Various performance and memory usage improvements


Important for Android users: minimum Android version is now 5.0 (SDK 21, which is already 8 years old) - Google and many other library providers no longer support the older versions of Android OS.

Important for iOS users: iOS backend has a limited support for audio devices, Equalizer tiles won't be visible on this OS, sorry.

I hope you'll enjoy this update!