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

Infinitode 2: Infinite Tower Defense

Update 1.8.7

List of changes:



  • Optimised code of Miners, most noticeable on 6.3 endless
  • Greatly optimised collision detection code, up to 2.5x better UPS in end-game endless runs
  • Changed default main menu music (some players complained about harsh and loud sound of Cherish), you can switch it back through the music player
  • Removed "Community maps" button, more info below
  • Developer mode research is now available. Developer mode allows you to create items / edit maps / modify the game in any way you like
  • iOS: now uses different software for rendering. Touching iOS home bar now does not throw you out of the game immediately when you touch it (swipe up to enable it)
  • Steamdeck: on-screen keyboard should now show automatically when any text field is selected
  • Added rewarding device performance / capabilities survey
  • Fixed 6 bugs
  • Fixed: Gauss's incorrect resource consumption (now consumes equal or lesser amount of resources)
  • Scripting possibility: custom / looped enemy paths


Dev mode finally available


Now it is possible to obtain access to the "developer mode" with the corresponding research.

Developer mode is the most endgame upgrade one could imagine. Here's some of its features:

  • Unlocks console where you can run commands or any Lua code. For example, cmd.coins(100) will instantly give you 100 coins during the game and cmd.help() will show all of the available commands.
  • Unlocks item editor which allows you to create any amount of any type of item (even accelerators and Double gain shards). You will also find "edit item" buttons in the inventory and map editor.
  • Allows to add new and edit existing default levels
  • Gives access to more advanced debug settings (useful for mod / map makers)


Please note: developer mode does not allow to compete on the leaderboards and save your progress onto the cloud but you can always return back to the normal mode with cloud saves.
Developer mode research will remind you about it too.

Development pace and state of Infinitode 2


It's been a while since the last update and such a big delay is caused by... well, you know, regular war stuff.

Most of the time since February has been spent on the development of 1.9.0 update and what you see in the above list of changes is actually 6 months behind the actual version (for geeks: 800+ commits behind).
There were (and are) some groundbreaking and major plans to improve the game, but eventually it was decided to keep Infinitode 2 in the current state and continue to polish it - I'll explain this decision further in this article.

Infinitode 2 is now a fully finished game - players can get all of the trophies, complete the storyline and there are no "Coming soon" lines in it. From now on, I'll do my best to fix bugs, improve its performance, implement some of the minor features and add new maps.
Most probably, Season 3 will start some day later with update 1.9.0 which will also improve the balance. The game will not recieve any major features such as Community Maps and Factory.

Community maps


As I've already mentioned above, community maps will not be added into Infinitode 2. Actually, it is not hard to add some kind of in-game map browser and allow players to submit their maps, and I could do that, but I can't.

The initial idea of community maps could be described like this:

Players can use items from their inventory to create new maps and submit them to the server. Other players can download those maps on any platform right through the game without manual copying of files.



I could implement that and call it a day: update 1.9.0 comes out, no more "coming soon", and no more frustration around that "soon" that takes another year to come... but it is basically impossible for my screwed brain to release such an unfinished thing, so I've started to refactor (re-write to make better) almost everything. Constant work on the community maps added a couple of new things that need to be implemented before I could call "community maps" complete:

  • It should be possible to add scripts. Without scripting, every map will feel the same and won't bring much of an entertainment. New mechanics and rules is what makes a game like Infinitode interesting
  • Scripts should work fast and it should be easy to write them in a correct way. Regular run can easily end up simmulating hundreds of enemies and thousands of projectiles, adding slow code in any part of it will easily kill game's performance
  • Scripts must be safe - manual moderation of submissions is not an option because reading someone's code is hard and consumes much time. Manual moderation may fail to filter out some of the dangerous code and will result in long queues of maps waiting to be approved. Running unsafe code and leaving players on their own is not an option for me.
  • Ideally, scripts should be able to change every aspect of the game - from individual stats of each tower to the global rules of the whole game mode. Maybe someone wants to switch roles and spawn enemies - in this case, destroying the base is actually a win.
  • It should be possible to change the look and feel of maps - especially important if map brings new type of tower with a custom texture.


Good news is, most of these features are already implemented. Bad news is, most of the code needs to be rewritten, which takes much time and affects many mechanics of the game.

Future plans


Infinitode 2 receives long time support, which means that you can count on bug fixes, some minor improvements and seasons. It is now considered finished.

Infinitode 2 will also be officially released in China as a separate version of the game, and that's what I'll be focusing on for now.

It would be extremely irrational for me not to use all of the code that has been written for community maps and other stuff planned for what was the next (now discontinued) major version of Infinitode 2, so here's an official announcement for you: the next game is now in development - bigger, cleaner, better and, as usual - zero paywalls and mandatory ads. Obviously, no ETAs yet.

Solely for the purpose of hyping you up, let me throw some keywords and screenshots here (don't take them as any kind of promise, things usually change):
Community maps, factory, more / better research, large scale, 3D elements, high quality loot, regular events, better economics, diverse endgame, scripting, asset packs, multiplayer, cheat proof competition.



Thank you for staying with Infinitode!

Update 1.8.6

List of changes:



  • Fixed: windstorm ability did not affect some enemies
  • (Android) Fixed: music stopped to play shortly after game launch
  • Added game version to the list of cloud saves, made buttons a bit larger. Game now properly chooses the latest cloud save to load
  • Improved game stability in case of server issues
  • Crafting price discount is now applied to every item and not the final amount of crafted items - should fix crafting price inconsistencies. Increased crafting discount effect of the research
  • Screen safe area is now transparent (no black bars at the sides of the screen)
  • Loot ticket: timer now ticks only when any game is being played, nothing is wasted when you do not play the game. Idea by ELfox513
  • Early wave calls now give double passive coin generation and towers XP generation bonuses, also gives bonus loot drop rate. Click the timer to show more info
  • Fixed: profile pictures were not shown on the daily quest leaderboards
  • Endless mode now gives profile XP with 50% rate only for the first 1h of each run. Endless mode does not affect profile badges (except days in game)
  • Endless leaderboards are back but score is limited by the first 1 hour of each run. The game will show a hint when you reach the time limit
  • Score is now limited to 9 quintillions instead of 2 billions. Yes, some players really need that
  • Fixed: saved run has been erased at the end of playback of any replay
  • Added small delay for some dialogs that needed an extra attention
  • (Android) Fixed: sound lagged due to the large amount of sounds of shots
  • Dark overlay below some of the pop-up windows do not overlap anymore (improves performance in some cases)
  • (Android) Added new type of rewarding ads in case the regular one is not available, please leave your feedback here
  • Fixed 11 issues: list of issues fixed in update 1.8.6

Update 1.8.5

Thank you for taking part in our last vote!
Results can be viewed here: Poll results

This update should help with the following voting list items:
2. Resetting quests for Prestige - now the game requires fewer quest resets
3. Slow Prestige Ticket farming - up to x2.45 faster Prestige Ticket farming; excess loot will be automatically converted into Prestige Dust during the run
6. Stage 6 late game farming - fixed loot system and Bit Dust drop rate, which should greatly improve farming on the other levels and on custom maps

Things that will be covered by the upcoming updates:
1. New regular levels: new levels are on the way and will be added in the upcoming updates - they'll take more time because new features and mechanics will be introduced
4. Balance of the towers: this one requires Season 3 and a major update to keep the leaderboards fair
5. New daily quest maps / random modes for the existing maps: new maps are on the way, also imagine level 6.2/6.3/zecred mechanics on any map...

TL;DR



  • Faster Prestige research progression
  • Crafting / decryption research became more useful
  • Faster Bit Dust farming in Endless mode, should not be focused around 6.3 anymore
  • Faster way to open many chests / item packs
  • Miners farm items even with "Mining speed" modifiers nearby
  • 30+ bug fixes and significant performance improvements


Complete list of changes:



  • Prestige branch of research now requires fewer resets of the quests (2 instead of 3). If you already have 3+ resets, the game will automatically give you a compensation
  • "Maps sold for prestige" condition for research now requires maps to be worth of 50 tokens or more
  • Research related to crafting / chest decryption were replaced by more useful ones and have received some better effects like bonus rewards for quests / increased rarity of loot
  • (Android) Rewarding ads should now be fixed on Android
  • (Android / iOS) iOS and Android should now ask for consent to use some of your info for ads. The game should show some fancy forms at the first launch after the game has been reinstalled. Totally not forced by laws and ad markets
  • Added Prestige bonus research which increases Prestige token yield and costs lots of papers. It is like prestige for the prestige so don't be surprised by the price
  • Quest resets give much more Prestige tokens and now are affected by the "Prestige ticket drop rate" research
  • (Steam) Double Gain (DG) will be visible on PC version of the game if you have DG enabled (nothing will appear about it in the shop if there's no DG)
  • Individual research nodes can now be reset if no other research depend on them. Returns all of the resources spent on the research and "Used research tickets" instead of a regular Research tickets (2 used tickets can be crafted back into 1 regular one)
  • 50x more items can be crafted at once (if there are enough ingredients)
  • "Draw particles" setting now also affects the aura of Healer and Armored enemies; enemies will no longer glow on damage with particles off
  • Amount of different items is limited in one run to 500. If there are 250+ different items in the pause menu, every next looted (and different from the other already looted) item has 50% chance to be turned into prestige dust immediately (if possible). If there are 500+ different items on hand, the chance is 100%. Should affect only very late game
  • Generation of loot has been fixed, more loot should be given at every stage of the game. Every enemy can now carry up to 3 different items, also fixed an absence of loot in most of the enemies that appeared at level 6.3
  • Loot drops with almost the same rate in a course of one run - now it may be more rewarding to play longer farming sessions instead of many short ones
  • Prestige research now can not be completed with Research ticket in Endless mode - this was a bug. Also that's why prestige ticket farming became a bit easier in this update
  • Significantly optimized level 6.3
  • "Bit dust drop rate" research now also affects the amount of Bit dust that appears as a regular loot / in chests, making this research much more useful. Also affects the amount of BD received for completing quests in Endless mode
  • Quests in Endless mode give more Bit Dust. "Higher quality loot" x "Bit dust drop rate" should be current meta for farming BD but both research should multiply each other (have approximately an equal value)
  • Bit dust should drop x2-x5 more frequently for playing time - longer runs should increase BD drop rate by time which is useful for the early stage of Endless mode
  • Miners can now mine items even if there are "Mining speed" modifiers nearby
  • Long tap on chest's open / purchase button now allows to select the exact amount of chests you want to open / purchase. x10 more chests at once
  • Optimized the overlay of received items - items will be stacked if there are too many of them (for example, when 50 Cyan chests are opened at once). Opening / purchasing multiple chests is now considered as a single event in the list of issued items (better for performance & looks much cleaner). List of received items can now be scrolled, tapping on item cells opens the item's info
  • Greatly reduced memory usage, should help with 6.3 / long runs in late endless mode. ~180 Mb of RAM should be enough even for the very late Endless runs on any level
  • Performance has been greatly improved (Enemies are now re-used / pooled). Dozens of existing and potential bugs were fixed, probably many new bugs were introduced but they'll be easily fixed
  • Projectiles were optimized - up to 2x better performance for projectiles that rely on collisions
  • (Android) Fixed some of the internal bugs that have caused crashes
  • (iOS) Fixed crashes related to music & insufficient disk space
  • Crash reports are now being saved locally and will be shown at the next start of the game with some of the detailed info and possible reasons of the crash / ways to fix them
  • "Screen safe area" setting is now being saved on device and won't be synchronized through the cloud saves
  • Levels should now be better balanced in terms of Bit Dust farming in Endless mode but 6.3 may suffer a bit under some conditions. It should still be possible to receive 15k+ BD in one run - I've tried to keep it as broken as before
  • (Steam) Upgraded Java from 16.0.1 to 17.0.1 LTS
  • Fixed: Blast did not deal any more damage if it stunned 3 enemies with one blast wave
  • Fixed: Flamethrower's flame will disappear when the tower is disabled / particle effects were disabled while it was shooting
  • Fixed: Flamethrower could crash the game with its Ultimate ability (probably only with 10+ Overloads at once in Endless mode)
  • Fixed: "ability selection available" (white arrows) particle was not visible on towers after the game has been continued
  • Fixed: endless mode replays were re-played incorrectly if player has changed mode difficulty in main menu
  • Fixed: modifying the inventory in the middle of a run should not affect the loot of the continued run (start playing a level -> exit to the main menu -> sell some items -> continue the game)
  • UI fix: incorrect amount of mined items has been shown in the menu of miners
  • Resolved 22 issues (https://tracker.prineside.com/changelog_page.php?version_id=24)
  • UI/UX: added long tap hint on all of the buttons that can be long-tapped. Small circle should appear on the mouse pointer / slightly higher than your finger on mobile devices
  • UI/UX: hot key hints can be enabled in settings for Steam version of the game
  • UI/UX: Poison cloud ability now shows the radius and remaining time in detailed mode

Free to play!

We are happy to announce that Infinitode 2 will become completely free to play at October 14th, and will stay free forever!

Update 1.8.4 will be released at the same moment for all of the platforms, bringing some quality of life changes:

  • Timers will be removed completely, even for the players who don't own Double Gain. No more encrypted chests and crafting queue, only instant gameplay.
  • Double Gain: Will now not only double Green Papers and Resources but also daily quest rewards and all non-tile item drops.
  • Free Steam version of the game won't give Double Gain automatically. It should become available as a one-time optional purchase in the future (just like on Android / iOS)


We hope you will enjoy the changes. The one-week delay is here to make everyone aware of the upcoming changes in advance.

Thank you for playing and supporting Infinitode 2! We'd be happy to hear your thoughts in the comments.