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Axon TD: Uprising News

The UI of Axon TD

Welcome to the first monthly preview for Axon TD: Uprising! In today's topic, we're going to show off some of the UI. Compared to our last game, Element TD 2, the UI here is much cleaner, more optimized, and sports some fancy new features!

Towers on the bottom; life, resources, and everything else up top. All good to go!

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[h2]Path Manipulation[/h2]
As you know, Axon TD is a mazing tower defense, meaning the towers you place will directly influence the route that the enemies take to reach the end.

In most cases, if you can extend the path, it's a good idea.


Adding Tiles
But in addition to that, you can place down Tiles, and in a multitude of ways. Behold:

While this illustrates the idea, this is actually a terrible placement.

You can even use it to place towers where you couldn't before.

Connect to islands and add more space!


Choices
At the end of each wave, you have a choice to select between more Credits (money/gold) or more Add Tiles. Do you want more towers, or do you extend the map itself?

Sometimes, there's even a third choice with some more wild options.

These are just some of the possibilities you can do with Adding Tiles. There's also Recycling Tiles, and in a particular mode, adding full Expansions.

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[h2]Range Indicators[/h2]
Up next, we thought we'd show you a few towers. Specifically, their Range Indicators.

360 Firing Arc
This is the most common type. Most towers shoot at a specific target within their range.

360 Firing Arc, the most common range indicator.

A few towers shoot in this arc, but have caveats. For example, Sniper Tower has a minimum range and thus uses a ring indicator.

That's a pretty big range. What if I told you it could be even bigger?

There's also Seeker Drone, which launches a drone separate from the launchpad.

On the left, the hub is selected, and on the right, you can see the drone's range!


Directional Towers
Some towers are directional. Either they can shoot something in a limited firing arc, or they hit everything in a line. And before placing them, you can press R to rotate them.

This one hits everything in a line. Try to set up open lines 4 Spaces long for it.

It's important to get as much as you can in that firing arc.


Hits Everything
There's also a few towers that hit everything around them. To distinguish them from the 360 Firing Arc, this one is tile based, as you can see below:

In theory, you can cover a path of up to 15 Tiles long with this tower.


Temporal Mine
In addition to towers, we also have Traps and Mines. These can be placed directly on the path, and they'll get triggered when an enemy walks over them.

One in particular, Temporal Mine, will send an enemy back 15 spaces. However, you don't need to guess where that is. When you're placing it, it'll show you the space it teleports back to:

Pretty nifty, huh?


Buffs
Lastly, some towers buff towers placed adjacent to it. As you're placing a tower, a green highlight will appear, indicating that it'll get buffed here.

It's receiving a 25% damage buff from that Damage Aura Tower. Green numbers are better!

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[h2]Damage Graph[/h2]
Not sure which of your towers is doing the most damage? Just turn on the handy dandy Damage Graph! It's a button located in the bottom-right corner. Toggle it on, and watch as the bars grow on your towers!

This is with the graph off. Looks like a solid defense setup.

Each tower has its own bar, showing you how effective it was last wave. Well, in terms of damage.


Active vs. All
You can also toggle it between the Active Wave and All Waves.

Believe it or not, 14000 damage is not the highest we've seen from one tower in this game.

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[h2]Co-op UI[/h2]
In Co-op, you and up to three others defend a much larger map. Most of these maps are cordoned off into "zones", with the intention that each player gets their own zone. Of course, you're not solely limited to that space, and the game gives you options to help communicate.


Pings
Want to tell someone to build a tower in a specific spot? Or a particular tower needs to be sold? Then ping it! Middle-click a location, and it'll pull up a little menu. Choose your option and wah-lah, everyone will see what you're saying!

Check it out, my teammate built a tower where I pinged!

Do note, if you spam the pings too much, you will be temporarily locked out. Try not to spam it too much, folks.


Sending Resources
Got some excess resources? Then look up to the player board in the top-left and send Credits or Power!

Ignore the incredible spelling and grammar of the dialogue box on the right. It's not a bug, it's a feature.


Mini-Map
Of course, there's a mini-map in the game, and in Co-op it's especially helpful for seeing what's happening on a larger scale.

You can even see the damage bars of allied towers!


Dev Stream
Curious in seeing more Co-op? Then look no further, because tomorrow, we'll be running a Dev Stream where we show off 3 Player Co-op!

[previewyoutube][/previewyoutube]
Stream will start on Sunday, May 20th, at 12:30pm PDT / 3:30pm EST

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That's all for the preview this time! We've got more UI features we're working on, both in-game and in the Main Menu itself, which will make the game far more accessible and convenient than our previous title. To keep up to date with the latest news, join our Discord!

But before we sign off, we've got one more announcement...

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[h2]Public Demo[/h2]

Axon TD will be taking part in the Steam Next Fest in June! This is a weeklong event from June 19th-26th featuring a ton of upcoming games. However, our demo will actually be available before then...

You'll be able to play Axon TD as soon as June 8th, and it'll remain open all the way to June 26th! This demo will limit you on the number of towers you can access, as well as the content. However, even with the limitations, it's easily 1-2 hours of content, or even more should you try to maximize everything.

More details will be provided when the demo becomes available!

Version 0.0.3

Even though the game isn't officially out yet, we'll be posting our internal patch notes here. Also, for anyone with an early demo, you'll be able to see changelogs finally.

General
- Quickplay now has 2 additional modes. These do not affect your score.
-- Random Mode allows you to go into a level with a randomized loadout.
-- Rush Mode is not yet implemented.
-- God Mode starts you with 10000 Credits and 5000 Power.
- Quickplay now starts the game with 1 Sell.
- Survival now starts the game with 2 Sells.
- The game now remembers between sessions whether you left the Damage Graph On or Off.
- The game will now remember which submenu in Quickplay you were on when coming back to it.
- Bosses are now highlighted on the field.
- Replicant(Replicator spawn) now has a Model!

- A couple of new Perks have been added:
-- Axons take 1 damage for every 10 tiles it travels.
-- Gain 5 credits for every 20 length of the path at the end of a wave.
-- Gain 1 power for every 20 length of the path at the end of a wave.
-- Gain 1 free reroll every 2 waves.

VFX
- Added a visual for Axons under the effect of Damage Amplification.
- Damage numbers on Axons under the effect of Damage Amplification now appear red.
- There is now a temporary visual for Breaking Armor.

- Temporal Mine VFX added.
- EMP Mine VFX added.
- Flame Vent now has a continuous visual.
- Inertia Blaster projectile has been updated.
- Mass Driver Charge-up VFX has been updated.
- World Engine now has a charge-up visual.
- Network visuals have been updated.
- Radiation Vent visuals have been updated.
- Gravity Driver visuals have been updated.
- Plasmathrower visuals have been updated.
- Gravity Field now has a debuff visual.
- Seeker Drone is now yellow.

SFX
- Gatling EMP now has audio(unsure if implemented in build).
- Flame Vent now has audio(unsure if implemented in build).

Balance
Axons
- Replicator now spawns Replicants every 6 seconds, down from 7.5.
- Protector shields no longer stack their damage mitigation.

Towers, Mines & Traps
- Missile Launcher U2 no longer has a stun cooldown.

- Network damage gain per second reduced from 2 to 1.5.

- Gravity Trap U1 now stuns closer to the center of the trap.

- Plasma Mine has been reworked into EMP Mine!
-- Now applies an EMP in 3 AoE for 4 seconds when triggered. Only triggers on Axons with abilities.
-- Costs 50 Credits.
-- U1 increases the number of charges.
-- U2 Only triggers on Armored Axons. Breaks Armor in addition to its normal effect. Increases AoE to 3.
-- U3 Deals 10% of the Axons Max HP as damage when triggered.

- Orbital Cannon:
-- Damage increased from 20 to 24.
-- U1 Damage remains at 20.
-- U2 Damage increased from 27 to 30.

Perks
- End of Wave Sells Perk now gives 1 Sell every 2 waves, as opposed to a Sell every wave.
- Extend the Path to gain Credits Perk now gives 30 Credits, up from 18.

Smart Targeting;
- Sniper:
-- Base tower & U2 now prioritizes Armor by default.

- Seeker Drone:
-- Now ignores Armored Axons by default.
-- U1 ignores Armor unless the Axon is below 50% HP.
-- U2 will prioritize Armor lower.
-- U3 prioritizes Armor.

Maps
- Relic wave 12 nerfed a little bit.
- The area around the first checkpoint on Quarantine Zone has been adjusted slightly.

Bug Fixes
- Fixed Network tower not dealing damage while Axons were stunned.
- Fixed a typo in the Sniper U2 tooltip.
- Fixed Stasis Wave being removed by Debuff Cleanser.
- Fixed Inertia Blaster damage cap not accounting for the base damage.
- Fixed Network U1 being able to surpass its damage cap.
- Fixed an issue where the Mines gain one extra charge Perk didn't apply a cooldown to the last charge, and also didn't display the charges correctly on the wave it was picked up.
- Fixed an issue where the No Adjacent Towers damage bonus didn't apply to the current damage, but rather the base damage.
- Fixed being able to load a checkpoint to re-roll which Overloads you were given in the End of Wave rewards in Survival.
- Fixed an issue where the Boss in Survival would respawn after loading a checkpoint.
- Fixed an issue where the corpse of the Boss in Survival would come back to haunt you after loading a checkpoint.
- Fixed an issue with the animation of the Boss in Survival on wave 30.
- Fixed an issue where Axons would jump over the Boss in Survival.

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Note, balance updates will be less frequent from here on out. Maybe once every 2-3 weeks, as opposed to constant small updates.

Upcoming Demo, Dev Streams, and Update Schedule

Two weeks ago, we announced Axon TD: Uprising, a Mazing Tower Defense that lets you directly manipulate the map, and the response so far has been positive! Many of you have been asking when you'll be able to play it. Below, we'll be addressing Demos, our Dev Streams, and our Update Schedule going forward. Read on for more info!

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[h2]Private Demo[/h2]
Recently, you may have noticed certain folks already playing the game. Thanks to cooperative efforts with PR company Future Friends, numerous influencers as well as longtime supporters of us have received a Private Demo. Visuals and audio are incomplete, and it's got its fair share of bugs still, but otherwise, it's playable.

[previewyoutube][/previewyoutube]This gameplay preview comes from Retromation!

Just to clarify, outside of the above listed groups, we are not going to be handing out early keys. However, we do have a Public Demo coming up in June...

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[h2]Public Demo[/h2]
From June 19th-26th, Steam Next Fest will be going on, and we'll be a part of that with a Public Demo! Its content will be severely limited, but otherwise it'll be playable! We'll reveal the exact details of the demo as we get nearer.

In the meantime, if you want to keep up with updates for Axon TD...

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[h2]Developer Streams[/h2]
Every 2 weeks, we'll be hosting a Developer Stream. During this, we'll be showing off gameplay, updates since last time, and you can ask us questions as we go. This will be on our Element Studios YouTube Channel.

Our next Dev Stream will be hosted on Saturday, April 15th at 11am PDT / 2pm EST / 8pm CET. Going forward, this'll be the time/day of the week we run it, every 2 weeks.

[previewyoutube][/previewyoutube]We'll be showing off the Survival Mode. Come join us!

If you want to check out our first Dev Stream, fear not, the VOD survives! Click here to check it out.


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[h2]Regular Updates[/h2]
Throughout the course of Axon TD, from now to Early Access and beyond, we intend on providing you with a mix of updates.

Monthly Updates will focus on showcasing larger pieces of our game, from the Survival & Co-op Modes to our individual Towers. Expect the next one in early May.

Weekly Updates will be usually be something cool we accomplished that week, shared on our Discord and our various socials.

Hop on in to keep up with the updates!

Axon TD: Uprising - Official Announcement!

"It was supposed to be a simple mission. Get in, defend the colony, and get paid. Instead, I found myself trapped on the planet, caught in a war between mankind and a robot uprising. In the end, I'm not sure who I should be fighting for..."

Axon TD: Uprising


[previewyoutube][/previewyoutube]
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[h3]What is Axon TD?[/h3]
Axon TD is a mazing-centric tower defense where you manipulate the map layout to your advantage. Build towers, make the longest maze, and survive against an onslaught of enemies!

In the Campaign, you'll play as a defense contractor on a routine mission. But when you arrive, your ship is shot down, and you're attacked by a robotic force called the Axons. Your only way off the planet now is to fight. Build towers, secure each location, and push back against the Axons! And perhaps, find out the truth behind the war...

Be free of your restrictions and maze how you please!


[h3]Ways to Play[/h3]
Outside of the Campaign, there's three major modes:
  • Quick Play: Pick a level, choose your Tower Loadout, and try to beat it!
  • Survival Mode: A longform mode that has you start with minimal towers and space, but throughout the course of the game, you'll receive randomized expansions that you can place where you please, and slowly grow your loadout. Just beating all the waves is a challenge in of itself.
  • Online Co-op: These are larger levels designed for 2, 3, or 4 players. Each of you chooses your Tower Loadout before the game begins, and then you're free to build where you please. Coordinate with your team, transfer resources, and try to clear each level!
All three of these modes support Global Leaderboards.


[h3]When will it release?[/h3]
Axon TD will release in Early Access in Q3. By then, it will contain the following:
  • 32 Towers, Traps, and Mines
  • 8 Castable Abilities
  • Chapters 1 & 2 of the Campaign
  • Numerous Quick Play Levels
  • Survival Mode
  • Co-op with up to 4 Players
  • Leaderboards for Quick Play, Survival, and Co-op
  • And an actual Tutorial

[h3]How does this game differ from Element TD 2?[/h3]
The speed, scale, and style of the game is very different, even from Element TD 2's Mazing Mode. You choose your Towers at the start of the game. You've got unlimited time between each waves. You have a limit to how much you can sell, making each placement really matter. And you can directly manipulate the map to add pathways that didn't exist before.

On some levels, you can even change where the "end" is.


[h3]Will there be Workshop Support?[/h3]
Hypothetically, this would include the ability to create custom maps for Quick Play and Co-op. We don't know when it'll happen, but we're making Workshop Support a top priority for this game.

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[h2]Wishlist Axon TD[/h2]
https://store.steampowered.com/app/2296550/Axon_TD_Uprising__Tower_Defense/
Arriving in Q3 2023.

[h2]Join our Discord Server[/h2]
We'll be providing smaller weekly updates on here. Hop on in!