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Axon TD: Uprising News

We're in Tiny Teams 2023!

Axon TD: Uprising is a part of Tiny Teams 2023!



For those of you that don't know, Tiny Teams is an annual event hosted by Yogscast that focuses on games made by, well, tiny teams. It runs from August 3rd to 10th this year, and our game will be featured in it! You can find more information about it here: https://store.steampowered.com/sale/tinyteamsfestival2023


Look forward to Yogscast streaming Axon TD: Uprising on Saturday, August 5th! Our stream will be between 6:00am EST / 11:00am BST and 9:00am EST / 2:00pm BST.

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And if you haven't played it yet, Axon TD: Uprising released onto Steam Early Access just yesterday. Check it out here!

https://store.steampowered.com/app/2296550/Axon_TD_Uprising__Tower_Defense/

Axon TD Early Access Release

Axon TD: Uprising is out now in Early Access! Try it out now!

https://store.steampowered.com/app/2296550/Axon_TD_Uprising__Tower_Defense/

Choose from an arsenal of 32 Towers & Traps and extend the path by adding Tiles directly to the map itself. Expand to islands and create an impenetrable defense as hoards of Axons try to break through your maze!

Conquer the 15 Mission Campaign, top the Leaderboards across 12 Quickplay Levels, take on the Roguelite Survival Mode, and coordinate with other players across 9 Co-op Levels! On top of that, we've got 34 Achievements out the gate.

Check out our trailer below!

[previewyoutube][/previewyoutube]

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Also, we are part of Tiny Teams 2023! We'll be dropping a post tomorrow with more details.

We'll be releasing a Roadmap towards the end of next week, detailing what you should expect in content releases and update frequency. In the meantime, play our game and let us know what you think by leaving a review!

And if you want a place to discuss it further, join our Discord:

Version 0.1 - Last patch before Early Access!

These is the last internal patch before Early Access Release on August 2nd. Afterwards, all of these patch notes will be for the public build, because at that point, the game will actually be, well... publicly available.

Anywho, read on for the full notes!

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General:
  • Added drag-select! You can now hold and drag with your left mouse button to select multiple towers at once. This doesn't work for upgrading, but it works for manual-targeting.
  • Added AMD FSR and Anti-aliasing to the Graphics options.
  • There's now logos next to each tower, indicating which manufacturers they belong to, both in Loadout and in-game.
  • You can now view replays from older versions, but it'll give you a warning that it might not correctly display the result.
  • Co-op achievements have been separated out from the Quickplay section in the Achievements menu.
  • The damage value shown in the Damage Graph is now preserved when applying an upgrade to a deployment.
  • Swapped the image for the Tutorial in the main menu.
  • Renamed some of our Axons:
    -- Runner is now Scout.
    -- Debuff Cleanser is now Purger.
    -- Splitter Lord is now Scarab Lord.
    -- Splitter is now Scarab.
    -- Splitterling is now Beetle.
    -- Supply Squadron is now Linked Squadron.
    -- Big Cloakin' Monster is now Warden Boss.
    -- Speedy Supply is now Medivac.
  • Various updates to the Codex.


Campaign:
  • All cutscenes are now fully available and have the right pacing! Grab some popcorn.
  • There's now a fancy little visual when you unlock a new level in the Campaign.
  • A bunch of dialogues have been added and updated.


Quickplay:
  • Adjusted every map in Quickplay, in general to become slightly easier.


Survival:
  • Islands wave list updated quite significantly. Overall made a bit harder, except for wave 30, which was made a bit easier.
  • Removed the "Place upon Blockers" Techs from the Survival pool, since it's now very abusable with Blockers getting refunded.


Co-op:
  • Rush Mode has been added to Co-op.
  • All the maps have seen various tweaks to remove redundant techs, reduce difficulty spikes, and in some cases map adjustments.
  • You can now Invite your Steam friends to a lobby.


Audio:
  • Added Boss Sounds on stage transitions and death.
  • Added sounds for clearing and losing a level.
  • Adjusted the sound for rotating a rotator.
  • Adjusted the Reaper, Missile Launcher and Seeker Drone sounds.


Visuals:
  • Updated Plasma Cannon, Plasmathrower, Network, Frag Hammer, Seeker Drone and Cloaker VFX.
  • Added VFX for Replicator, Overcharge Tank.
  • Reduced the brightness of Blast Cannon, Cryo Beam, Missile Launcher and Orbital Cannon
  • Added an indicator for where the Radiation Vent debuff runs out.
    -- Note: This does not account for speed boosts or slows, just a standard movespeed of 1.2
  • Updated Boss visuals.
  • Adjusted the icons for upgrade and tech points in the Campaign.
  • Added more custom icons for various Techs.
  • Various additional minor VFX tweaks across the entire game.


General Balance:
  • Life score multiplier is now capped at 1.5x at 150 lives.


Axon Balance:
  • Reduced Replicator HP from 160 to 150.
  • Increased Replicant spawn cooldown from 6 seconds to 7.5 (the initial reduction was due to a bug where it wouldn't spawn for a while, so this is just a revert now that it's fixed).
  • Booster HP increased from 80 to 90.
  • Infector AoE increased from 2 to 3.
  • Infector duration reduced from 5 to 4.
  • Connector Squadron life per leak reduced from 5 to 4.
  • Adjusted Scoring for a couple of Axons:
    -- Booster score increased from 3 to 6.
    -- Berserker score reduced from 5 to 3.
    -- Teleporter score increased from 6 to 8.
    -- Scarab Lord score increased from 1 to 4.
    -- Scarab score increased from 1 to 2.


Towers Balance:
  • Pulseray U2 cooldown increased from 1.2 to 1.3.
  • Link Blaster U3 damage increased from 12 to 14.
  • Plasma Cannon cooldown reduced from 1.8 to 1.7.
  • Command Link U1 Power cost increased from 25 to 30.
  • Inertia Blaster U1 and U2 Power costs increased from 25 to 30.


Tech Balance:
  • "+1 Recycle when placing a tower within 3 range of the Exit" range increased from 2 to 3.
  • "Gain Free Rerolls" now happens every 3 waves, up from 2.
  • "+3 Lives when using an Overload" reduced to +2.


Fixes:
  • Fixed an issue where jumping to a wave in replays would get you stuck.
  • Fixed an issue where loading a checkpoint after unlocking an Island in Survival 2 would lock you out of using the Island.
  • Fixed an issue where Gatling EMP was causing a sound bug when speeding up the wave.
  • Fixed an issue where post processing wasn't enabled in multiple scenes and the VFX would look off as a result.
  • Fixed an issue where not all towers kept firing after you had lost.
  • Fixed an issue where you could scroll endlessly in the campaign overworld map.
  • Fixed the "Gain an ADD when you have no ADDs" Tech not working in Survival, as well as it not granting an ADD on the first wave you grab it if you have no ADDs(this is intended to be a consistent behavior across all Techs).
  • Fixed "Blockers Generate Credits when Axons Pass" Tech not resetting in wave breaks.
  • Fixed the Plasma Vent Tower Tech not working.
  • Fixed various issues with Gravity Generator U2, causing random EMP shockwaves, reducing ranges and applying slows on attacks.
  • Fixed being able to use Hyper Charge on Gravity Generator.
  • Fixed Orbital Cannon U3 cooldown not updating with its ability.
  • Fixed an issue in the Campaign upgrade screen where the towers had the wrong names.
  • Fixed an issue where an activated pre-placed tower in the campaign would get its inactive indicator back after loading a checkpoint.
  • Fixed the "Practice Makes Perfect" and "Perfectionist" achievements not working.
  • Fixed the 'Esc' key not consistently going back in all menus.
  • Fixed a bunch of tooltip typos.

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One more day till release! In the meantime, check out our launch trailer below!

[previewyoutube][/previewyoutube]

Last Dev Stream before Early Access Release!

On Saturday, July 29th at 11:30am PST / 2:30pm EST, we'll be hosting a Developer Stream. This will be our last one before our Early Access Release next week. Check it out below:

[previewyoutube][/previewyoutube]

Version 0.0.7

We're getting closer to releasing in Early Access! In fact, we just announced we're releasing on Early Access on Wednesday, August 2nd.

Regarding the Public Demo, I know we previously stated it would remain open until release, but it's causing delays on our end to keep up a separate, limited build, so we're shutting it down. Don't worry, the game's releasing in less than 2 weeks anyways!

In the meantime, for our Certain Influencers & Internal Testers that have access to the Special Early Access build, we've just updated it to Version 0.0.7, and it unlocks the full game! Read on below for the full notes:

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Campaign:
  • The first two chapters of the story-driven Campaign are now available! Follow Patricia and Omnibot as they take on a contract that is far above their pay grade!
    -- Do note, some of the cutscenes are WIP, and the one that's supposed to play at the end currently does not exist.
    -- We'll be tightening up the presentation and other stuff over the next few weeks.


General:
  • Axon TD now has Achievements! Get hunting!
  • Adjusted how scoring works and made the multipliers more transparent when hovering over your score. As a result of these changes, the Target Scores have been adjusted.
  • Life Multiplier is now a scalar between 0.5 and 1.25 between 0 and 100 lives, respectively. Anything beyond 100 lives will increase your multiplier further, but with diminishing returns. This now applies continuously throughout the missions rather than just at the end.
  • Speed multiplier now starts ticking down 10 seconds after the wave has stopped spawning.
  • Base Multiplier has been renamed to Wave Multiplier.
  • The tutorials have seen some updates to terminology and the difficulty.
  • You can now hover over a path to see only that path, including it's sub-paths.
  • Paths now have more distinct colors, making it easier to differentiate between different paths in Quickplay maps with multiple paths and Co-op.
  • Adjusted the loading screens.
  • You can now press Space to start and speed up the wave.
  • Adjusted how the Destination tile functions. Now centers the camera on the active path, and in maps with multiple paths, you can press X to cycle through the paths.
  • The leaderboards have been updated to track more stats. You can also view replays directly from the leaderboard now.
  • Added Credit Generators, they generate 20 Credits per wave, and 20 when initially activated.
  • Our tiles have been optimized to be more performant.
  • Adjusted the difficulty labeling from "Normal" and "Hard" to "Easy" and "Normal".
  • Adjusted all Tech tooltips to be more readable.



Quickplay:
  • Adjusted the layout of several maps to not allow for quite as easy spawncamping.
  • Made the wave orders of several maps a bit easier.


Survival:
  • Added a second Survival map, Islands!
  • Updated the Survival menu.
  • Slight nerfs to the wave order of Survival 1.
  • Increased the cost of rerolling after wave 10.
  • Updated the Survival "Upgrade" icons.


Co-op:
  • Added 5 new maps! Overlap, Reach, Approach, Redirection and Last Stand.
  • Now has leaderboards!
  • The post-game screen in Co-op now has Rankings and per-player stats.
  • Contextual ping moved to the Middle Mouse Button.
  • Menu has been updated.
  • Multiple adjustments to existing maps.
  • Adjusted the color of Player 2 to be a lighter blue, making it more readable.


Balance:
  • Pulseray adjusted:
    -- Damage from 12 to 14
    -- U1 damage cap from 36 to 38
    -- U3 damage from 15 to 16
  • Blast Cannon adjusted:
    -- Damage increased from 9 to 10.
    -- U1 damage per stack increased from 2 to 4.
  • Link Blaster U3 has been replaced:
    -- Increased damage and range, reduced firing arc. Attacks hit all Axons in range, evenly dividing the damage between them.
  • Plasma Vent U2 Amp now lingers for 2 seconds.
  • Target Marker U2 has been replaced:
    -- Applies a damage amp debuff that bounces to a new target when it expires. Each time it bounces, amp effect is increased. Debuff is lost if the Axon is killed while affected.

  • Missile Launcher U3 damage from 10 to 12
  • Command Link cost increased from 75 to 100.
  • EMP Mine U2 no longer increases AoE.

  • EMP Gatling U1 cooldown increased from 0.3 to 0.4. No longer reduces the amount of EMP applied.
  • Arc Reactor adjusted:
    -- Damage increased from 12 to 16.
    -- Cooldown increased from 2 to 2.6
    -- U3 damage increased from 5 to 7.
    -- U3 damage multipler per bounce increased from 1.25 to 1.3
  • Gravity Generator U2 has been replaced.
    -- No longer slows around it, instead links up to adjacent towers and generates a Gravity Field around them.

  • Artillery adjusted:
    -- Cost reduced from 75 to 50.
    -- DoT from 8 to 4 (still over 4s)
    -- U3 impact damage to 15
  • Cryo Beam adjusted:
    -- Cost increased from 50 to 75.
    -- Damage from 5 to 9
    -- U1 damage from 3 to 6
    -- U2 max power gain from 10 to 15
  • Radiation Vent adjusted:
    -- Damage increased from 16 over 6 seconds, to 20 over 10 seconds.
    -- U1 percentage of max HP damage increased from 5% to 7%.
    -- U2 damage increased from 32 to 40.
    -- U3 damage increased from 32 to 45. Duration increased from 8 to 15.


Audio:
  • A new music track has been added to the game.
  • Tweaked one of the existing music tracks a little bit.
  • The music now loops through the three available music tracks continuously in Survival and Co-op.
  • A bunch of work has been done with the mixing of audio in the game to make the right sounds have priority at the right time.
  • Reaper now has a scaling SFX based on the HP of the Axon it's hitting.
  • New SFX have been added for starting and clearing a wave.
  • New SFX have been added to Frag Hammer and Seeker Drone.
  • New SFX have been added to Colossus, Infector, Cloaker, Teleporter, Repairer and Booster.
  • New SFX have been added for Amplify and Zeus Cannon.


Visuals:
  • Added debuff VFX for Slowed and Teleported.
  • Some of the more advanced Axons now have a different color scheme.
  • The Generators have been recreated with our own model.
  • Added healing numbers for Axon healing effects.
  • Added custom icons for most of the Techs in the game.
  • Added a new VFX for Bosses when they lock down between waves.
  • Added a new VFX for the Hover Jet.
  • Added a new VFX for the Damage Aura Tower.
  • Added a new VFX for Proximity Mine U1.
  • Added a new VFX for Link Blaster U3.


Fixes:
  • Fixed an issue where Tutorial 3 couldn't be progressed beyond your first upgrade.
  • Fixed Tower Techs not working in Co-op.
  • Fixed an issue in Co-op where reconnecting would wipe your loadout and your stats for that session.
  • Fixed an issue in Co-op where you would be stuck waiting for 60 seconds after someone disconnects.
  • Fixed the "Marked Tiles" Tech breaking Co-op.
  • Fixed an issue where you could load into a Co-op game without anything in your loadout, getting you stuck in loading.
  • Fixed Rush mode carrying over from Quickplay to Co-op.
  • Fixed Co-op mode waiting for players that have disconnected to ready up.
  • Fixed an issue where you could change your loadout in Co-op during countdown.
  • Fixed the "Gain ADDs if you have no ADDs" Tech giving you an ADD every wave regardless of the condition.
  • Fixed Colossus Mk II not exploding correctly when killed.
  • Fixed Damage Aura Tower breaking after loading a checkpoint.
  • Fixed EMP not affecting Carrier, Colossus and Replicator.
  • Fixed EMP Gatling not prioritizing Axons with abilities.
  • Fixed Orbital Cannon not always dealing damage to Colossus.
  • Fixed Drilling Laser not having a cooldown stat.
  • Fixed an issue where Frag Hammer was breaking Armor on the primary tile.
  • Fixed "continue" functionality in Quickplay not always remembering your loadout.
  • Fixed a bunch of typos and grammatically incorrect tooltips.

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For more updates, join our Discord!