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Axon TD: Uprising News

Endless Survival Open Beta: 9/15 - 9/18

[h2]Open Beta Details[/h2]
In a few weeks, we're aiming to release Version 0.2.0! Included in it is Endless Survival, the Meta Tech Tree, new Quickplay & Co-op Maps, a boatload of balance changes, and of course, QoL updates and bug fixes.

And right now, you can try it out early! Version 0.2.0.preview is available this weekend! To do so:
  • Right-click Axon TD: Uprising in your library
  • Select Properties
  • Go to the Betas tab
  • In the Private Betas textbox, enter ReachTheEndless
  • Click Check Code
  • Click Opt into: endless

This beta will remain open until Monday, September 18th, @ 3pm CST. This won't include any of the new maps, but it will include everything else.

Below is an overview of the changes and features in this version. Check it out below!

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[h2]Endless Survival[/h2]
Survival is going Endless! Instead of ending on Wave 30, it will now go on... forever! Starting from Wave 31 onwards, the waves will get even longer, and the Axons will get increasingly tougher! This is somewhat exponential.

While you are intended to be able to hit the 40s and 50s, eventually, even with the Meta Tech Tree, you're intended to die somewhere around Wave 60 to 70.

Though, if you do get further than that, then congratulations! Speaking of that new Tech Tree...

[h3]Survival Meta Tech Tree[/h3]
You know that useless Meta Progression Tree that reduces your Score Multiplier? We've thrown it out the window and replaced it with something way better and more thought out:

Icons are a bit placeholder, but it should communicate the point!

As seen above, you have two choices at any given junction, and you get to select one of them at a time. You get points to unlock Meta Techs after each Survival run. By the time you unlock everything, you'll have a max of 18 Upgrades out of a total of 33 Possible Upgrades. Oh, and these don't ruin your Score Multiplier.

Some of these increase your starting resources. Some affect your Lives. Some buff the damage of your Towers, with some caveats. Some give you benefits when you inevitably leak. There's a ton of possibilities. Choose what fits your playstyle!

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[h2]New Maps[/h2]
We also have new maps incoming as well! This includes 3 Quickplay Maps & 3 Co-op Maps! All of these maps will include more waves than the existing maps, offering a longer gameplay experience.

There's some pretty wild maps coming...

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[h2]Score Multipliers[/h2]
The idea behind the Path Multiplier is to reward you for making a long maze. That's fine, but also, it's cranked way too high. Going foward, it'll have diminishing returns, so instead of hitting upwards of a x10 Multiplier, you're getting more like x1.5, and upwards of x2 at the absolute cap.

The Speed Multiplier is also higher than intended. While you should be rewarded for clearing out the wave quickly and efficiently, it shouldn't be as much as x2. We've dialed down the cap to x1.25, and it decays at a slower rate, giving more leeway time to clear the wave with a max multiplier. This should let slower killing builds have a chance at getting a decent score still.

Up next, we're getting rid of the Lives Multiplier for a few reasons:
  • If you make a mistake, it penalizes you for the whole game.
  • It gives Life Recovery, or worse yet, anything that gives you lives over the cap too much value.

In its place, you'll get a Perfection Bonus. Should you clear the wave without losing any lives, you'll gain a score bonus equal to 10% of the score you got that wave.

There's also Difficulty Options, which are as follows:
  • Easy: 150 Lives. 80% HP. Score Multiplier x0.5
  • Normal: 100 Lives. 100% HP. Score Multiplier x1
  • Hard: 100 Lives. 120% HP. Score Mutliplier x1.5

Extending off this, Easy will become available for the Campaign, and Hard will become available in all other modes.

How long of a maze can you make on this map?

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[h2]Balance[/h2]

[h3]Stacking Effects[/h3]
When it comes to individual effects, like Slows and Damage Amps, having just one of each is pretty good, but nothing more than that. But when you start stacking these effects, they start getting out of control. For Slows, it's not as big of a problem, because so many effects in the game counter Slows. Which, in of itself, might be considered a problem, but we'll revisit that in a later version.

Damage Amps & Damage Buffs, however, if stacked, can result in upwards of a x3 Damage Multiplier, possibly higher. So to fix that, we're adjusting them to be Additive instead of Multiplicative. For example, if you had 20%, 25%, and 30% Damage Amps...
  • Before: 1.2
  • 1.25
  • 1.3 = 1.95 = 95% Damage Amp
  • After: 1 + 0.2 + 0.25 + 0.3 = 1.75 = 75% Damage Amp

With them stacking additively, we can safely buff weaker ones without them stacking together so dangerously.

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[h3]Mines[/h3]
Mines will no longer have limited charges! This means, especially in longer waves, they'll no longer fizzle out well before everything else. Any Upgrade or Tech that previously increased charges will instead buff something else.

[h3]Towers & Traps[/h3]
A lot of towers have received buffs, like Pulseray, Blast Cannon, & Sniper. Numerous bad, boring, or redundant Upgrades & Tower Techs have been adjusted or replaced outright.

On the flipside, many outliers have been dialed back, like Plasma Vent U2's Damage Amp, which was mistakenly way higher than intended.

Overall, there are more buffs than nerfs, and build variety should be improved.

[h3]Axons[/h3]
The early game was already at a fair balance, and we don't want to make that easier. In order to maintain relative early game balance, we're also buffing the HP of most early game Axons, including Scout, Sentinel, Juggernaut, Berserker, and a few more.

A few Axons in particular are receiving nerfs, namely Colossus, and the cursed Hoverjet. It will be moving considerably slower when jumping over Towers.

[h3]Other Balance[/h3]
Lastly, several underwhelming Overloads (like Boost Range) and Techs (like Tower Initial Bonus Damage and Attack Rate on Leak) are receiving buffs. This should help reduce the chance of frustratingly bad choices when they appear as choices in-game.

For the record, that wave number and those resources are no longer possible to reach.

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[h2]Release[/h2]
Since this update includes more than we initially anticipated, it will take a little longer to actually release. Instead of releasing late this month, it should instead release within the first two weeks of October. Overall, it's roughly a two to three week delay from what was originally planned.

If you want to see patch notes of every change so far, we have a Changelog available on our Discord). We'll post full patch notes to here on Steam when Version 0.2.0 releases officially and things are finalized.

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[h3]Known Issues[/h3]
First up, Replays on the Quick Play & Co-op Leaderboards will not display correctly. This is due to the large number of balance and mechanics changes between the main and beta versions. Survival Leaderboards will temporarily make use of new leaderboards.

Next up, we have a list of issues we're aware of. We're working on fixing them, but in the meantime, the game is still fully playable. Here they are:
  • We're aware that unlocking Starting Towers/Overloads in Survival "costs 0 Points". This is temporary; later, we'll remove the need to unlock them at all.
  • Sniper's range indicator is incorrect.
  • Pressing "Space" no longer starts the next wave.
  • Gravity Generator U1 does not consistently EMP targets within range.
  • The Meta Tech "Life Insurance" also prevent you from dying to a Boss when leaked above 50 life.
  • The "Marked Tile" tech can result in a Null Reference Exception, and is currently disabled from Survival.
  • "No Adjacent Tower" bonus damage tech also applies to Mines and Traps.
  • In replays, once you've closed down the "Active Techs" menu, it won't come back. This can be fixed by jumping to a different wave.
  • In replays, spawned Obstacles often appear in the wrong tile, leading to towers seemingly being placed on top of Obstacles, or the path being erroneously blocked.
  • In replays, Credits and Power will sometimes display negative values.
  • Hiding the UI does not hide the Damage Graphs or Paths.
  • Replicants (Replicator spawns) still give 1 score. Spawned units should no longer give score.
  • If you Hide the UI when the level is completed, it cannot be turned back on.
  • n the off chance you reach and beat Wave 120 in Endless Survival, the game will break. This is a temporary limitation that we'll be addressing by release.
  • Command Link can connect to a Blocker.


Sadly, this does absolutely nothing.

Version 0.1.3

General Fixes
  • Fixed an error that, upon joining a Co-op Lobby, you could suddenly lose connection, have a log appear, and soft-lock your game
  • Fixed Invite Button in Lobby being clickable after pressing Start
  • Fixed certain resolutions not being available in Graphics Settings
  • Fixed Survival Upgrades not deactivating after unlocking them
  • Fixed unplayed Quickplay levels displaying 4 Stars
  • Fixed Replicant and Nano Scarab not showing up in Codex
  • The sound that triggers when an Axon leaks has been changed to be something less abrasive


Tower Fixes
  • Fixed Cryobeam Tech Upgrade increasing the slow on bounce to 25%. It now properly reduces the slow amount to 15% (and therefore slow cap at 45%).
  • Fixed Plasma Vent Tech Upgrade benefitting off of empty spaces. It should now properly gain +2 damage only next to pathable empty tiles.
  • Fixed Sniper U2 and Inertia Blaster not properly benefitting off of Link Blaster U2's damage buff
  • Fixed some tooltip errors:
    -- Frag Hammer U3 does not actually break Shields, it just removes all charges of Shields.
    -- Plasma Cannon U1 had the DoT & DoT Duration values flipped.
  • Fixed Seeker Drone and Orbital Cannon not being buffable by Command Link
  • Fixed "doubling" visual glitch with Plasmathrower
  • Fixed preview range indicator not showing the proper range for Mass Driver & Gravity Driver
  • Link Cannon U3 should look less static when it shoots
  • Optimized World Engine Shockwave visual

Early Access Roadmap

First up, we'd like to thank everyone that's played Axon TD! We released into Early Access last week, and we've gotten Very Positive Reviews so far! Of course, we've also gotten lots of feedback (especially on our Discord).

[h2]Roadmap[/h2]

Yes, Workshop Support is actually planned for this game.

We're planning to be in Early Access for roughly 12 months. In that time, you'll see New Levels, Towers, Axons, and numerous other features!

Of course, over time, we'll also be doing balance updates, quality of life improvements, adding new music, and fixing bugs.


[h2]Update Frequency[/h2]
We plan on doing larger updates once every two months. These can include any of the major features listed on the Roadmap above, as well as lists of smaller changes. Anyone that's seen our extensive patch notes for Element TD 2 knows what to expect here.

Balance changes will also happen on these larger updates, along with Leaderboard Resets.

Between the large updates, we expect there'll be smaller updates focused on hotfixes and minor Quality-of-Life adjustments.


[h2]September 2023 Update[/h2]
For our first large update, we are intending on releasing it near the end of September, right before the quarter finishes. Included in this update will be:
  • New Levels
  • Hard Difficulty
  • Graphics Options & Performance Improvements
  • Balance and Quality-of-Life
  • Bug Fixes

Version 0.1.2

General:
  • Your speed setting no longer resets between waves.
  • Tower Credit and upgrade costs are now listed in the Codex.
  • The Main Menu has received some performance optimizations.


Survival:
  • You can now see how many waves are left until you get an Expand.


Audio:
  • All sounds now have different priorities, making sure that the right sounds are playing at the right times.
  • Optimization for audio events.


Fixes:
  • Fixed Nuclear Tower Tech buffing other Nuclears.
  • Fixed an issue where multiple DoT effects applying on a boss would create multiple bosses on stage transition.
  • Fixed an issue where the tower range indicator wouldn't reset after hovering over a tile next to a Command Link and then an invalid tile.
  • Fixed an issue where the checkmark in the Survival upgrades wouldn't get removed properly.
  • Fixed some inconsistencies with upgrade tooltips.
  • Fixed an issue where the the text in Tutorial 5 incorrectly claimed that Plasma towers penetrated Armor, as opposed to dealing more damage to it.
  • Fixed an issue where the "Play" button wasn't properly blocked off in the handheld parts of the tutorials.
  • Fixed an issue where the "Increase Starting Lives" upgrade in Survival had the "Starting ADDs" icon.
  • Fixed an error with restarting replays that have checkpoints loaded.
  • Fixed an issue with Replicator and Carriers spawning something too close to a checkpoint/destination.
  • Fixed an issue where if you pressed Shift + C with the chat focused in Coop, it'd still open the log.
  • Fixed some tooltip errors for Sentinel and Amplify.

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Heads up, we'll be posting the Roadmap up soon, just give it a few more days!

Version 0.1.1

General:
The timescale is now a toggle between 3 different speeds, x1, x2 and x3. Also slightly adjusted the UI for it.

Campaign:
Nerfed the last mission of chapter 2 a little bit.

Fixes:
  • Fixed the last wave of Survival only awarding 1 score per killed Axon.
  • Fixed the checkpoint being saved after clearing a Survival run.
  • Fixed Gravity Generator U2 causing damage-over-time effect towers to deal ridiculous damage.
  • Fixed a glitch that allowed you to have 3 Overloads equipped.
  • Fixed being able to build traps and mines on Blockers.
  • Fixed an issue where the UI wouldn't scale properly at 1680x1050.
  • Fixed a couple of issues with the audio and music stuttering or breaking.
  • Fixed some Astrosys towers being in the wrong order in the tower upgrade section of the Campaign.
  • Fixed an issue with how Tech points progressed the Tech Tree in the Campaign
  • Fixed the Camera shake and VFX not working when leaking.
  • Fixed a few instances where the text would get cut off when selecting some of the Axons.