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Elemental War 2 News

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:

[previewyoutube][/previewyoutube]

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:

[previewyoutube][/previewyoutube]

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:

[previewyoutube][/previewyoutube]

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:

[previewyoutube][/previewyoutube]

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:

[previewyoutube][/previewyoutube]