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Axon TD: Uprising News

Public Demo - June 8th to 26th

Public Demo is now live! At last, you can play Axon TD: Uprising yourself. Of course, it's not the full game, but all the mechanics and gameplay are there, and most the visuals and audio are in place.

The menu this time around is a lot cleaner than in our previous game.

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[h2]Demo Contents[/h2]

Tutorial
First up, you have the Tutorial. It'll teach you the basics of the game, like how to maze, how to place tiles and extend the map itself, gaining and using Power, and other stuff.

You even get prompts and flashy blue lights showing you how it works.

Quick Play
Up next, there's 3 Quick Play Levels available. This is a mode where you select your Loadout first, and then you try to beat the level with it. There's a Beginner level, an Intermediate Level, and an Advanced Level.

There's also Leaderboards for each level. Beat the level, top the charts!

Survival Mode
And lastly, there's Survival Mode. A roguelite mode where you only start with a couple towers, then after each wave, you unlock something new. Another tower, one of their upgrades, or a passive tech. You'll also occasionally gain the ability to place Expansions. Grow and mold the map as you go!

Survival Mode is limited to 15 Waves for this demo.

And yes, this one has Leaderboards as well.

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[h2]Play Now[/h2]
So what are you waiting for? Play now! The Public Demo will remain playable from now through June 26th.

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

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[h2]Steam Next Fest Dev Streams[/h2]
We're a part of Steam Next Fest, which runs from June 19th to June 26th. During this time, we'll be showcasing the greater game in a pair of Dev Streams. These are scheduled for:
  • June 19th at 1pm PST / 4pm EST
  • June 22nd at 11am PST / 2pm EST

Look forward to our showcase in a few weeks. But in the meantime, try out the demo!

Version 0.0.5

For those of you with super early access to the game, we've updated the game to Version 0.0.5, which is a mix of fixes, more sound, tooltip adjustments, Armor rework, and balance. It's also a continuation of the previous version (which wasn't available on the private version). Click here to read those notes.

Before we move on though, those of you that don't have access to the game will soon be able to play it. We have a public demo of the game releasing on June 8th! This demo will be available all the way through June 26th. Its content will be severely limited, but the game should be a fairly playable and polished state otherwise. Look forward to trying it out soon!

Now onto this version's patch notes:

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Fixes
  • Reordered the Tower Loadout for Astrosys/New Frontier towers
  • Traps with cooldown-based abilities should trigger from the center now
  • Shield visual now scales with Axon size
  • In Survival, fixed not being able to right-click towers for more info
  • In Survival, if you reach the point where you only have one Tower Upgrade left to fill, it should instead offer two Perks instead of that Upgrade twice
  • In Survival on Wave 30, fixed a bug where it would immediately end in the offchance you killed the wave before the boss
  • Fixed a bug where World Engine U2's buff wouldn't retain properly after loading from a checkpoint
  • Fixed Cloakers still cloaking despite being EMP'd
  • Fixed EMP Gatling not switching targets when the EMP Bar is full
  • Fixed firing arc always facing north when previewing a Tower Upgrade
  • Fixed not being able to build at the edge of a Rotator in specific situations
  • In Co-op, fixed a bug that would let you break the path and freeze the game
  • In Co-op, activated Generators/Aura Towers are now colorcoded to show the respective player ownership
  • Fixed an issue that got you stuck on a tower if you had it selected when a game ended
  • Fixed Seeker Drone not shooting Armored enemies
  • Fixed Link Blaster U2 getting bonus damage from the towers it was linked to
  • Fixed all the towers that used to break armor still listing that functionality in their tooltips
  • Fixed multiple perks breaking on loading checkpoint
  • Fixed Portable Generator U2 not having a "range" indicator
  • Fixed Inertia Blaster U1 not updating its range indicator when hovered over
  • Fixed Mines and Traps being affected by attack speed buffs
  • Fixed being able to repeatedly trigger Perks that had to do with activating pre-placed towers
  • Fixed the Global slow perk's damage reduction activating off of pre-placed towers
  • Fixed a Rush Mode tooltip error


Audio
  • Fixed EMP Gatling audio being overbearing
  • Fixed placing an Expand being silent
  • Fixed disabled items in the menu triggering an "on hover" sound
  • Fixed Drilling Laser sound not ramping up over time
  • Flame Vent & Radiation Vent now only play their audio during a wave
  • Overload Hypercharge sound added
  • Overload Boost Range sound added
  • Overload Nuke sound added
  • Overload Stasis Wave sound added
  • Overload EMP Wave sound added


Tower Tooltips
  • Target Threshold #'s have been included into the base tooltip and should now read much cleaner
  • Any tower that deals more damage from its effect now lists "Damage Bonus", instead of ten variations
  • Any tower that grows in damage over time now state "Damage Growth", instead of five variations
  • Towers that the stats of others now specifically state "Buff"
  • Towers with cooldown-based abilities say "Periodically"
  • Towers that have a firing arc now state they have a firing arc in the base tooltip
  • Slow/Stun/EMP/Damage Amp wording has been made consistent
  • Redid upgrade text on EMP Mine and Network
  • Effect conditionals are now stated first
  • Fixed inconsistent capitalization
  • Fixed inconsistent spacing
  • Fixed Flame Vent & Gravity Driver U1 not saying they Ignore Armor & Shields (apparently, they always did this)
  • Updated Tutorial 5 text to match the new Armor behavior
  • Other minor fixes


General Balance
  • Armor has been reworked:
    -- Old Armor: Blocks 8 damage per hit. Receives at least 2 Damage per hit. Some towers either Ignore Armor or Break Armor.
    -- New Armor: Blocks 6 damage per hit. Once it blocks damage up to 50% of its Max HP, the Armor breaks.
    -- A UI indicator has been added in the form of a Armor HP Bar.
    -- Sniper, Mass Driver, Inertia Blaster, Drilling Laser, and Frag Hammer no longer Break Armor.
  • Shield charge count increased from 3 to 4.


Survival
  • Axons no longer get faster over time (by Wave 30, was by about 30% faster)
  • From Wave 11 onwards, the HP Multiplier increases from 4% to 6% per wave
  • Some Expands have been adjusted.
  • Some Waves have been adjusted.


Axons
  • Runner
    -- HP increased from 30 to 36
  • Overcharge Tank
    -- Move speed boost increased from 55% to 75%
    -- Move speed boost duration reduced from 5 to 4 seconds
  • Survival Boss
    -- HP reduced from 800 to 600 per stage
    -- Move speed increased from 0.15 / 0.3 / 0.45 to 0.3 / 0.45 / 0.6
    -- Wave 30 Boss HP increased from 800 to 1200 per stage
    -- Wave 30 Boss Move Speed increased from 0.26 / 0.52 / 0.78 to 0.3 / 0.6 / 0.9


Towers
  • Blast Cannon
    -- Damage from 6 to 9
    -- Cooldown from 1.4s to 2s
    -- U2 slow duration from 1s to 1.5s
  • Link Cannon
    -- U2 can no longer stack its buff
    -- U3 temporarily replaced with something generic. We're gonna revisit this one later.
  • Target Marker:
    -- U3 upgrade cost increased from 25 to 30
    -- U3 AoE damage multiplier from 50% to 40%
  • Proximity Mine
    -- U1 aftershock damage from 100% to 80%

  • Sniper
    -- U1 no longer takes away an extra charge of Shields, damage from 35 to 36 (so that it doesn't leave Runners with 1 HP)
  • EMP Mine
    -- U2 now only triggers on Armor, and deals 40 damage to everything in range when it does. AoE increased from 2 to 3. This is possibly overtuned.

  • Seeker Drone
    -- Damage from 6 to 8
    -- Cooldown from 0.5s to 0.7s
    -- U1 damage bonus from 6 to 8
    -- U2 damage growth from 0.25 to 0.33, damage cap from 15 to 20
    -- U3 damage from 5 to 6
  • Arc Reactor
    -- U3 power cost increased from 25 to 30
    -- U3 damage multiplier per bounce reduced from 30% to 25%

  • Artillery
    -- U1 Cooldown reduced from 2 to 1.8
  • Drilling Laser
    -- Damage cap increased from 20 to 25
    -- Can now have its attack rate buffed
  • Plasmathrower
    -- U2 damage reduced from 4 to 2. DoT kept the same.
    -- U2 power cost increased from 30 to 35
  • World Engine
    -- Damage increased from 8 to 9
    -- Can no longer be buffed by Command Link or Gravity Generator U2
    -- U2 power cost from 30 to 35

Version 0.0.4 (Archive)

So a bunch of stuff got applied in this patch; however, it also made the game somewhat unstable. That said, this is just a post to list the lengthy patch notes. It is currently not applied to the main branch.

We'll likely be applying Version 0.0.5 to the main branch within the next week or so, which will include everything listed below + updates on it + and more.

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New Stuff
  • 3p Co-op Map Added: Trident
  • 4p Co-op Map Added: Axon Crossing
  • New Axon Type: Overcharge Tank
    -- 100 HP
    -- When it dies, all Axons within a medium area are given a speed boost for a short duration, ignoring Slows and Stuns during this time.
  • New Axon Type: Mass Cloaker
    -- 120 HP
    -- When damaged, it releases a wave, cloaking all Axons within a medium area, preventing them from being targeted. Has a long cooldown.
  • Whenever you Start or Clear a wave, there's now a UI Transition.
  • The Error Screen now has buttons closing down the log and quitting.
  • In Co-op, Player Pings now show up on the Minimap
  • Gravity Trap U3 now works. Cooldown-based ability where it pulls everything within an AoE towards its center.
  • Target Marker U3 now works. Cooldown-based ability where it sticks a debuff on a target. All damage applied to that target for 3 seconds is temporarily halted, then released in a large shockwave, dealing 50% of the damage stored.
  • Plasmathrower U2 now works. Applies a DoT to the target. If the target dies, the DoT drops on the ground.


Survival
  • You can now choose which two towers you start with in Survival
  • Both of these starting towers come with all Upgrades unlocked
  • You no longer start with 20 Power
  • The Boss has been updated:
    -- Each Stage now has a Sub-Stage
    -- At each Sub-Stage and Stage change, the Boss briefly turns invulnerable
    -- Each Sub-Stage has 800 HP
    -- Movespeed from 0.13 / 0.26 / 0.39 to 0.15 / 0.3 / 0.45
  • Some adjustments have been made to the wave list. In particular, wave 24 was nerfed quite a bit.


Visuals
  • Added a buff indicator visual. If you place something next to the relevant tower (Damage Aura, Generator, Link Blaster U2, etc), it'll now show a green highlight.
  • Enemy Shields have visuals
  • Stun VFX has been updated
  • When the Boss dies, it explodes in a much larger explosion. Still a somewhat temporary visual.
  • Supply Tank, Debuff Cleanser, Mass Teleporter, and Mass Cloaker now have Effect Visuals
    -- There's an "aura range" displaying the range of their effects
    -- Then an actual "pulse" when it activates
  • Toned down Protector shield visual
  • Repairer has a healing pulse on death
  • Teleporter has a blink VFX
  • Temporal Mine has a blink VFX
  • Radiation DoT has been made more obvious
  • Reaper VFX has been updated
  • Inertia Blaster has fancy new VFX
  • Target Marker U3 now has VFX, somewhat placeholder, but now you can tell what/when it's doing stuff
  • Radiation Vent now has a radioactive smoke plume during the wave
  • Ion Beam U3 has been made red-orange, you can properly distinguish it from the slows
  • Reduced visual clutter on Sniper
  • Reduced visual clutter on Missile Launcher U3
  • Added VFX for Overload: Hypercharge
  • Added VFX for Overload: Boost Range
  • Added VFX for Overload: Compound Rounds
  • Added VFX for Overload: Nuke
  • Added VFX for Overload: EMP Wave
  • Added VFX for Overload: Stasis Wave


Audio
  • In-game music has been updated. For the time being, it no longer changes between wave breaks and in-wave.
  • When you win, there's a music stinger, and it has its own outro.
  • When you lose, there's a music stinger, and it has its own outro.
  • There's now a sound for using rotators.
  • World Engine has sound
  • Radiation Vent has sound
  • EMP Mine has sound
  • Temporal Mine has sound
  • Reaper has sound, though it's gonna be updated to something "not so weak and basic".
  • EMP Gatling has sound.
    -- Note, if it sounds overbearingly loud like it's "stacking", then it's bugged.


Fixes
  • Fixed the "Give Credits" button not working in Co-op
  • Fixed the Spawn Timer not working correctly in Co-op
  • Fixed the Tower Cost perks affecting Traps and Mines
  • Fixed Armor Break visual triggering every time a tower with Armor Break hit an enemy
  • Fixed Pulseray U2/Ion Beam U2 power caps not resetting after each wave (yes, this is the main reason they sucked)
  • Fixed Ion Beam U2 getting more power than intended on a kill due to multiple stacks of its slow effect
  • Fixed certain towers not being buffed properly from damage buffs (Mass Driver, Inertia Blaster... there could be others)
  • Fixed Inertia Blaster U3 starting with 53 damage instead of the intended 50 damage
  • Fixed Gravity Driver U3 only slowing for 25% instead of the intended 50%
  • Fixed Portable Generator charges not showing up in replays
  • Orbital Cannon U2 will now prioritize stacking its beams on the same target, meaning you'll actually see it activate during a wave instead of only when there's on enemy left
  • Fixed Replicator sometimes not spawning Replicants
  • Fixed Random Loadout in Quickplay randomizing your loadout everytime you did "Load Last Checkpoint"


Mechanics
  • Armor
    -- Removed the rule where Armor breaks if a tower deals at least 50 damage in one shot.
    -- Any tower/mine that previously dealt 50+ damage in one shot now states it breaks Armor.
    -- Armor Break no longer goes through Shields.
    -- Armored enemies will now take at least 1 damage from all towers. Except the ones that don't deal damage, obviously.
  • Stuns no longer refresh when reapplied
    -- This means an enemy needs to finish being stunned before a new stun can be applied
  • In Hard Difficulty, you only have 100 Lives, instead of 120


Tower Balance
  • Pulseray
    -- U1 range increased by 0.5, damage gain from 5 to 6, damage cap from 30 to 36
    -- U2 power cost from 20 to 25, cooldown from 1.5 to 1.2, power gain per kill from 2 to 1, power gain cap from 15 to 10
    -- U3 power cost from 30 to 25, damage from 12 to 15, extra attack count from 3 to 2
  • Blast Cannon
    -- Will now prioritize shooting Squadrons
  • Gravity Trap
    -- Slow reduced from 30% to 25%
  • Proximity Mine
    -- U1 aftershock damage from 50% to 100%
    -- U2 damage from 120 to 90

  • Reaper
    -- Cooldown from 1.2 to 1
    -- Now ignores Shields by default
  • Sniper
    -- U2 power cost from 25 to 30, now caps at 100 damage
  • Missile Launcher
    -- Damage from 20 to 18
  • Mass Driver
    -- U1 power cost from 25 to 30
    -- U2 power cost from 25 to 30, damage bonus from 50% to 60%, target threshold from 6 to 5
  • Gravity Driver
    -- U2 perpendicular slow from 75% to 60%. This means sticking it sideways for one tile isn't quite as stupidly effective.
  • EMP Mine
    -- EMP duration from 4s to 6s

  • EMP Gatling
    -- U1 stun changed from cooldown-based to just be a mini-stun of 0.1s per hit.
  • Arc Reactor
    -- U1 bounces from 8 to 7
  • Seeker Drone
    -- U2 damage gain rate from 0.33 to 0.25
  • Inertia Blaster
    -- When it hits max damage, it now prioritizes and breaks Armor. This includes the first shot on U3.
  • Orbital Cannon
    -- U1 damage from 20 to 18

  • Drilling Laser
    -- Credit cost from 75 to 100, damage from 5 to 6, gain rate from 1.5 to 2, damage cap from 16 to 20
    -- It now breaks Armor when it reaches its damage cap.
    -- U3 AoE from 1 to 1.5
  • Plasmathrower
    -- Damage from 5 to 4
    -- U1 power cost from 35 to 30, range from 5 to 4
    -- U2 power cost from 25 to 30
  • Frag Hammer
    -- U1 power cost from 40 to 35, secondary tiles deal 80% damage. Only the primary tile breaks Armor now.
    -- U2 power cost from 30 to 35, stun duration from 1s to 0.75s
    -- U3 damage from 32 to 30
  • Ion Beam
    -- It will now switch targets if the current target is at the max number of stacks. This heavily reduces how much it was "wasting" its slow before.
    -- U2 power gain per kill from 2 to 1, power gain cap from 16 to 10
  • Radiation Vent
    -- U2 AoE damage from 4 to 3


Perks
  • The following perks have been removed from the Survival Perk Pool:
    -- "Deal 10 Damage to all Axons upon spawning."
    -- "If there are more than 25 hostiles on the field, deal damage to all Axons"
    -- "If there are more than 25 hostiles on the field, slow all Axons."
    -- "Path Length gives Credits."
    -- "Path Length gives Power."
    -- "Extending the path by 5 gives 30 Credits."
    -- "Extending the path by 5 gives 15 Power."
    -- "Upgraded Towers Generate Credits per kill."
  • The following perks have been added to the Survival Perk Pool:
    -- "Each time an Axons hits a Blocker, gain 3 Credits, up to 30 per wave."
    -- "Once per wave, extending the path by 5 gives a Recycle Tile."
    -- "Once per wave, killing an Axon with less than 10% of the path remaining gives you a Recycle Tile.
    -- "Once per wave, using a Recycle Tile gives 15 Power."
    -- "Un-upgraded Towers generate Credits per kill."
    -- "Once per wave, if more than 40 Axons are on the field, warp the 5 frontmost Axons back 10 tiles."
    -- "Each wave, 2 random tiles on your path will get marked. All Axons within the marked tiles take 10% extra damage."
    -- "Towers placed in the current wave deal 5% increased damage."
    -- "Every 15 seconds, a the strongest Axon (excluding the Boss) gets struck and takes 50% of their max HP in damage."
    -- "Building on a Blocker gives a 5% damage bonus."
    -- "Building on a Blocker gives 20 Credits"
    -- "Once per wave, selling a tower gives you a Blocker"
  • Interest Perk cap from 30 to 20 Credits
  • "All Axons are slowed by 5%" has been reworked to "All Axons are slowed by 5%. Towers, Traps and Mines with adjacent deployments deal 5% reduced damage."

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.