Version 0.6 Patch Notes
The next version is here! Version 0.6 includes New Defenses & Axons, reconnect support for Co-op, new Co-op maps, more Qol, a bunch of balance updates, fixes, and more. Check out the 0.6 Overview for the fancy nutshell; full notes are below!
[previewyoutube][/previewyoutube]
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[h3]New MegaCorp Tower: Discharge Blaster[/h3]

Uses a battery to overcharge its attacks. Starts at a low cooldown, but the cooldown increases by 0.05 for every attack, until it hits the upper cap.
After 3 seconds of not attacking, the cooldown is reduced by 0.1 per second, until it hits the attack speed cap.
Stats:
[h3]New Vex Industries Tower: Axon Factory[/h3]

Spawns a radioactive Replicant that paths from the placement location to the nearest spawn point. Explodes upon collision with an Axon and leaves a pool of radioactive waste on the ground dealing damage per second through Armor & Shields. Pool lasts for 4 seconds.
Spawned units have a lifespan of 10 seconds, then they self-detonate.
Stats:
[h3]New Astrosys Labs Tower: Duplicator[/h3]

Transforms into a Tower that can deal damage, dealing 160% of the original tower’s damage.
Once a Tower has been copied, it cannot be copied again for 60 seconds. Transformation lasts 12 seconds.
Stats:
[h3]New New Frontier Mine: Catapult Mine[/h3]

Directional Mine. Throws an Axon on the mine 3 tiles in the aimed direction. If it collides with a tower, the Axons are stunned for 0.5 seconds. If they’re thrown towards an empty tile and have less than 10% HP, they fall off the map and are destroyed. Otherwise Axons are slowed by 40% for 3 seconds after landing.
Cannot throw Colossus, Juggernaut, Vanguard, Marauder or Architect.
Stats:
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[h3]New Axon: Skipper[/h3]

Ignores Mines and Traps.
[h3]New Axon: Reverser[/h3]

Starts at the exit and leaks at the entrance. Every 10 seconds, it phases forward, healing all the damage it has taken in the last 3 seconds. If it passes any other Axon, that Axon gets a 100% speed boost for 3 seconds.
[h3]New Axon: Architect[/h3]

Every 15 tiles traveled, the Architect stops where it's at and adds a new temporary tile to the grid for 8 seconds.
[h3]New Axon: Marauder[/h3]

Every 10 seconds, the Marauder goes debuff immune for 4 seconds and gets a 100% move speed boost.
[h3]New Axon Boss: Creator[/h3]

Every 10 seconds, it spawns 6 Axons depending on its current stage.
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[h2]General[/h2]
[h2]Co-op[/h2]
[h2]Survival[/h2]
[h2]Map Editor[/h2]
[h2]Visuals[/h2]
[h2]Fixes[/h2]
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[h2]Balance[/h2]
[h3]Axons[/h3]
[h3]Defenses[/h3]
Artillery
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[h3]Overloads[/h3]
[h3]Techs[/h3]
[h3]Survival Upgrades[/h3]
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As usual, with a major update that adjusts balance, Leaderboards have been wiped. Experiment at will with the new Defenses, and look forward to more updates as we near our Official Release!
[previewyoutube][/previewyoutube]
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New Defenses
[h3]New MegaCorp Tower: Discharge Blaster[/h3]

Uses a battery to overcharge its attacks. Starts at a low cooldown, but the cooldown increases by 0.05 for every attack, until it hits the upper cap.
After 3 seconds of not attacking, the cooldown is reduced by 0.1 per second, until it hits the attack speed cap.
Stats:
- Cost: 100
- Range: 2
- Damage: 18
- AoE: 1.5
- Attack speed: 2.5 to 0.42
- Upgrade 1: Stuns all Axons hit for .25 seconds.
- Upgrade 2: While it is attacking and has battery charge left, increase adjacent Towers’ attack speed by 15%.
- Upgrade 3: Damage is doubled, no longer has an AoE. Now prioritizes support units.
- Global Upgrade: The battery recharges twice as fast.
[h3]New Vex Industries Tower: Axon Factory[/h3]

Spawns a radioactive Replicant that paths from the placement location to the nearest spawn point. Explodes upon collision with an Axon and leaves a pool of radioactive waste on the ground dealing damage per second through Armor & Shields. Pool lasts for 4 seconds.
Spawned units have a lifespan of 10 seconds, then they self-detonate.
Stats:
- Cost: 100
- Range: N/A
- Damage: 125 + 8 area damage per second
- AoE: 1.5 + 1
- Cooldown: 15
- Upgrade 1: Instead spawns 2 Boosters over 3 seconds before it goes on cooldown.
- Upgrade 2: Radioactive pool lasts longer but deals less damage, and applies a 20% Damage Amp on passing Axons for 3 seconds.
- Upgrade 3: Spawns in a phased out Booster that passes through Axons until it expires, slowing them by 20% for 2 seconds.
- Global Upgrade: Every 15 seconds, EMP an Axon adjacent to the factory for 4 seconds.
[h3]New Astrosys Labs Tower: Duplicator[/h3]

Transforms into a Tower that can deal damage, dealing 160% of the original tower’s damage.
Once a Tower has been copied, it cannot be copied again for 60 seconds. Transformation lasts 12 seconds.
Stats:
- Cost: 100
- Range: 5x5
- Damage: N/A
- AoE: N/A
- Cooldown: 20
- Upgrade 1: Transformation lasts 3 seconds longer.
- Upgrade 2: Increases range of the transformed Tower by 0.5. Does not work with area towers.
- Upgrade 3: Transformed Towers costing 75 Credits or less instead deal 225% damage.
- Global Upgrade: Casting an Overload on a Duplicator Tower casts the same Overload again on the same Tower 10 seconds later for free.
[h3]New New Frontier Mine: Catapult Mine[/h3]

Directional Mine. Throws an Axon on the mine 3 tiles in the aimed direction. If it collides with a tower, the Axons are stunned for 0.5 seconds. If they’re thrown towards an empty tile and have less than 10% HP, they fall off the map and are destroyed. Otherwise Axons are slowed by 40% for 3 seconds after landing.
Cannot throw Colossus, Juggernaut, Vanguard, Marauder or Architect.
Stats:
- Cost: 75
- Range: 3
- Damage: N/A
- AoE: N/A
- Cooldown: 20
- Upgrade 1: Increases throwing distance by 1.
- Upgrade 2: Deals 40 damage in a 1.5 AoE around where the thrown Axon lands.
- Upgrade 3: Temporarily removes Armor and Shields from thrown Axons. Duration of 10 seconds.
- Global Upgrade: Mini-stuns Axons passing under a thrown Axon for 0.2 seconds.
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New Axons
[h3]New Axon: Skipper[/h3]

Ignores Mines and Traps.
- HP: 100
- Move speed: 1.2
[h3]New Axon: Reverser[/h3]

Starts at the exit and leaks at the entrance. Every 10 seconds, it phases forward, healing all the damage it has taken in the last 3 seconds. If it passes any other Axon, that Axon gets a 100% speed boost for 3 seconds.
- HP: 170
- Move speed: 1.8
[h3]New Axon: Architect[/h3]

Every 15 tiles traveled, the Architect stops where it's at and adds a new temporary tile to the grid for 8 seconds.
- HP: 250
- Move speed: 1.2
[h3]New Axon: Marauder[/h3]

Every 10 seconds, the Marauder goes debuff immune for 4 seconds and gets a 100% move speed boost.
- HP: 240
- Move speed: 1.2
[h3]New Axon Boss: Creator[/h3]

Every 10 seconds, it spawns 6 Axons depending on its current stage.
- Stage 1: Berserker Mk II
- Stage 2: Booster Mk II
- Stage 3: Replicator Mk II
- Stage 4: Armored Infector Mk II
- Stage 5: Shielded Teleporters Mk II
- Stage 6: Marauder Mk II
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[h2]General[/h2]
- Axon TD now supports Steam Rich Presence, displaying your in-game Status in the Steam community.
- Drag-selecting Defenses no longer include Defenses that are unable to target.
- You can now set a targeting priority while having multiple Defenses selected.
- Added the ability to select all Defenses that can target by pressing 'H'.
- Added a Contextual Warning message for when you first encounter Architects and Hover Jets/Carriers. This is to warn newer players about their abilities.
- Adjusted Tutorial mission 3 to include a mention of Recycles and their new functionality of being able to remove Obstacles.
- Adjusted attacking towers to say "attack speed" instead of cooldown.
- In Campaign, you can now rewatch unlocked cutscenes in your Journal.
- EMP is now indicated by a magenta-colored bar on top of the HP bar.
- Axons that are debuff immune now have a distorted HP bar indicator.
[h2]Co-op[/h2]
- A new Co-op Survival Map has been added called Big Platforms, based on the Platform map from singleplayer Survival, but without checkpoints.
- New 2-player map: Across.
- New 3-player map: Freehold.
- New 4-player map: Roundabout.
- Co-op solo is now played offline.
- Co-op sessions can now be restarted from in-game after passing a vote.
- You can now resume a Co-op game from a checkpoint as long as you don't lose from the Co-op menu.
- You can no longer pick up more than one Tower, Upgrade or Tech in one wave in solo Co-op.
[h2]Survival[/h2]
- Added 6 new end waves to the wave 30+ list featuring the new Axons.
- Blank Canvas
-- Reduced the HP multiplier for waves 30+.
-- Slightly increased the HP multiplier for waves 80+. - Platform
-- Reduced the 30+ waves HP scaling.
-- Reduced the amount of tiles on the map. - Each Survival map now has a rotation of 3 Bosses after wave 30 instead of being random. However, the wave 120 Boss will always be either the Goliath or Creator.
- Blank Canvas
– Revenant → Guardian → Iron Centipede → repeat | Final Boss is Goliath. - Islands
– Guardian → Iron Centipede → Goliath → repeat | Final Boss is Creator. - Platform
– Creator → Revenant → Goliath → repeat | Final Boss is Goliath. - Divider
– Goliath → Revenant → Creator → repeat | Final Boss is Goliath. - Big Platform
– Revenant → Guardian → Iron Centipede → repeat | Final Boss is Creator.
- Blank Canvas
- Added descriptions to the Survival maps in the Survival and Lobby menus.
[h2]Map Editor[/h2]
- Added a tutorial video for the Map Editor.
- Added tooltips to most of the value boxes.
- Added the ability to press Tab to cycle through value boxes.
- Made various UI adjustments, most notably in the Axon and Tech selection screens.
- You can now simulate the player count when testing your map.
[h2]Visuals[/h2]
- New death visual
- Updated Reaper Tower attack visuals
- Updated Seeker Drone Tower attack visuals
- Updated Orbital Cannon Tower attack visuals
- Updated Plasma Cannon U2 & U3 attack visuals
- Added a Debuff Immunity visual for Purger & Lifter
- Various tweaks to backgrounds
[h2]Fixes[/h2]
- Fixed Bosses giving almost no additional score.
- Fixed an issue where Command Link wasn't buffing the range of Electron Launcher.
- Fixed a visual issue where the Command Link "link" would remain after selling a Tower connected to it.
- Fixed an issue where Mass Driver was hitting twice on every shot.
- Fixed an issue where the Temporal Mine Global Upgrade was triggering multiple times per activation.
- Fixed an issue where Siphon Cannons couldn't target Axons with Seeker Drones attached to them.
- Fixed an issue where the Colossus frontal shield was blocking multiple effects that it wasn't supposed to be blocking.
- Fixed an issue with Hover Jet pathing.
- Fixed an issue where the "Place a Tower on a Blocker to gain Credits" Tech was causing your Blocker count to go negative.
- Fixed an issue where the UI cost display didn't update on wave reset with the Mega Expansionist Survival Upgrade.
- Fixed an issue causing you to stay connected to Co-op lobbies you had left.
- Fixed an issue in Survival where you could get stuck with only 7 Defenses in your loadout.
- Fixed some Techs accidentally being removed from the Survival Tech pool.
- Fixed Blockers having a target priority setting.
- Fixed an issue where some parts of the descriptions got cut off in the tooltips.
- Fixed an issue where the UI got cut off at higher resolutions.
- Fixed being able to click a spawn point through UI elements.
- Fixed various issues with Co-op lobbies.
- Fixed various tooltip errors.
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[h2]Balance[/h2]
- Added Architect and Lifter to the Smart Targeting support priority list.
- Smart targeting has been updated for single-target towers to more reliably target down high priority support units.
- Defenses on Default targeting will now prioritize Bosses that are close to leaking.
- Drilling Laser now also prioritizes support units.
[h3]Axons[/h3]
- Carrier base HP reduced from 160 to 150.
- Lifter adjusted:
-- Now Lifts an Axon for 10 seconds then drops it. Cooldown of 3 seconds.
-- Lifters can no longer Lift Medivacs. - Mass Teleporter:
-- Now has a max cap of 15 Axons it can teleport at once.
-- Cooldown increased from 10s to 12s.
[h3]Defenses[/h3]
Artillery
- U3 adjusted
-- Power cost increased from 25 to 30.
-- Damage reduced from 15 to 13.
-- Cooldown reduced from 2 to 1.5.
- U2 Power cost increased from 25 to 30, and slow reduced from 40% to 35%.
- Slow per stack reduced from 20% to 15%.
- Range increased from 2.5 to 3.
- Damage increased by 1 for the base tower and all upgrades.
- Base damage increased from 5 to 6.
- U3 damage reduced from 65 to 50.
- Stun duration reduced from .8s to .7s at base, U3 from .4s to .3s.
- Passive slow now automatically applies to all upgrades.
- Passive slow reduced from 25% to 20%.
- U1 stun reduced from 2.5s to 2s.
- Global Upgrade replaced:
-- Old: Increases passive slow rate to 30% and the passive slow applies to all upgrades.
-- New: Increases passive slow rate to 25% and slow linger duration to 2 seconds.
- Base damage increased from 60 to 65.
- Base damage increased from 18 to 22.
- U1 damage increased from 13 to 16.
- U2 stun duration increased from .5s to .7s.
- Repair debuff increased from 35% to 50%.
- Base damage increased from 5 to 6.
- U1 cap increased from 12 to 15.
- U3 Power cost increased from 35 to 40.
- U3 damage increased from 50 over 10s to 64 over 8s.
- U2 damage increased from 36 to 38.
- Now resets its remaining salvo count when not firing continuously.
- U2 EMP duration increased from 4s to 6s.
- U3 Amp increased from 25% to 30%.
- Base cost reduced from 40 to 30.
- Credit cost now increases by 2 for each Portable Generator you build, with a cap of 50.
- U2 Power Cost increased from 30 to 35.
- Global Upgrade damage bonus reduced from 25% to 20%.
- Global Upgrade amp per debuff type increased from 3% to 4%.
- Global Upgrade replaced:
-- Old: Increases the range of the Siphon Field by 0.5.
-- New: Increases the damage of adjacent Defenses by 15% for 4s when firing.
- Credit cost increased from 50 to 75.
- Upgrade costs increased from 25 to 30 for all upgrades.
- Global Upgrade damage increased from 75 to 90.
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[h3]Overloads[/h3]
- Compound Rounds has been reworked:
-- Is now called Shredder.
-- Removes Armor and Shields from Axons in an AoE of 3 around it for 10 seconds.
-- The Shredder Overload Tech increases the duration of this debuff by 5 seconds. - Nuke damage reduced from 50 + 10% to 75 + 6%.
- Amplify base Amp reduced from 50% to 40%.
[h3]Techs[/h3]
- Power On Leak Power bonus increased from 10 to 15 in Quickplay and Co-op.
- Wave End ADD now has a minimum wave of 10 and gives an ADD every 3 waves instead of every 2 in Survival.
-- Getting this one early pretty much ensured you were good with ADDs for the rest of the game. - +1 ADDs if you don't pick an ADD from the end of wave reward now has a minimum wave of 20.
-- Combined with the Tech above, this resulted in an insane abundance of ADDs. - Interest per wave reduced from 15% to 10% in Survival.
-- Another source of free income that was too easy to just get every wave and fed into itself. - Global Credit Cost reduction reduced from 10% to 8% in Survival.
- Global Power Cost reduction reduced from 10% to 8% in Survival.
-- These techs stack up too much in late game Survival. - The Nuke Overload Tech has been adjusted to instead give +1 AoE.
-- The high HP damage in an AoE scaled disproportionally well in late game Survival. - The Amplify Overload Tech Amp bonus reduced from 25% to 20%.
-- This has a very high value in late game Survival. - +5% Damage for all Defenses for the next 5 waves now has a minimum wave of 10 in Survival.
- Deployment Aura no longer deactivates from selling.
- Big Spender reworked:
-- Old: +1 ADD when spending 100 Credits or more in one wave. Can only trigger once per wave.
-- New: +1 ADD at the start of the wave when spending 150 Credits or more without selling. - Lone Tower replaced:
-- Old: +1 ADD when placing a Tower with no adjacent Defenses. Selling deactivates this Tech for the duration of the wave.
-- New: Renamed to Hard Materials: +1 ADD when Recycling an Obstacle. - Sweeper reworked:
-- Old: +1 Recycle when placing a Defense within 3 range of the exit. Selling deactivates this Tech for the duration of the wave.
-- New: +1 Recycle if you place down a damage dealing Tower within 3 range of the exit during the wave. - Buy Low, Sell High reworked:
-- Old: +10 Credits when selling a Defense costing 50 Credits or less.
-- New: +30 Credits when selling 3 or more Defenses in one wave. - Power Build reworked:
-- Old: +3 Power per adjacent empty tile when placing down your first Defense in a wave.
-- New: -8 Upgrade cost for the first Defense you build this wave. Selling deactivates this Tech for the duration of this wave.
[h3]Survival Upgrades[/h3]
- "Mega Kill" reworked:
-- Now gives a constant 10% damage bonus to all MegaCorp Defenses that cost 50 Credits or less.
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As usual, with a major update that adjusts balance, Leaderboards have been wiped. Experiment at will with the new Defenses, and look forward to more updates as we near our Official Release!