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Axon TD: Uprising News

Progress Update

This is just a check-in, letting you all know what we've been working on. Coming up in December will be Version 0.3, focused on More Techs, reworking Tower Techs into something you have control over, and more. And also an update on what you should expect for Q1 2024.

But before we dive in, we have some winners to announce...

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[h2]Survival Contest Winners[/h2]
  • Tobias - 3,456,488
  • MegaRobman - 3,336,593
  • Pon-Pon L'Mouton, aka "Averoes" - 2,113,024

Congratulations to our winners from the Survival Contest, and thank you to everyone that participated! Should we run this again in the future, we'll be looking into ways to improve it to make it more friendly to participate (and prevent copying existing entries).

Now, onto the previews...

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Version 0.3
Releasing December 2023

Our next big update to the game is focused on More Techs, a change to Tower Techs, and more balance updates. This primarily will improve Survival, though it will of course affect Quick Play & Co-op. We'll also working on UI updates and improvements to make the gameplay experience smoother.

Below is a minor breakdown of some of the above.


[h3]Tower Techs[/h3]
Currently, the way getting a Tower Tech works is, when it shows up as a reward, it gives a random tower the respective tech. Or in Survival, a random one shows up, and you choose whether to grab it at that moment or not. The problems with this system are:
  • You don't get to choose when it shows up
  • And when it does show up, you don't get to choose which one
  • Additionally, numerous builds are reliant on certain Tower Techs to function properly.

We are addressing those problems with a more intuitive solution that puts the control in your hands. Exact details will come in the Version 0.3 Patch Preview later this month.


[h3]New Techs[/h3]
The above new system for Tower Techs will remove some techs from the pool. However, we'll be supplementing it back with a bunch more new ones. This includes ones that give more purpose to your Blockers, a way to remove Obstacles, techs that empower your Overloads, and more!


[h3]Meta Techs[/h3]
In Version 0.2, we added the Meta Tech Tree in Survival, which let you progress three different trees and choose some more minor powers to cater to your playstyle. For Version 0.3, we'll be adding a 4th tree.


[h3]New Maps[/h3]
Once again, there'll be another set of 3 New Quickplay Maps, as well as 3 New Co-op Maps! They'll be making use of some of the new techs. We'll also be adjusting the tech rewards on existing maps, especially ones that had Tower Techs as a reward.


[h3]Survival Scaling[/h3]
For those of you that have managed to "beat Wave 120" in Survival, that is not intended. On one hand, it is touted as an endless mode, one you're meant to get as far as you can in. On the other hand:
  • At Wave 70, the HP Multiplier is at around x18
  • At Wave 120, the HP Multiplier is at around x48
  • And Wave 30 is when the amount of resources/rewards you get per wave stops going up.

Genuinely, anything capable of getting to Wave 120 is either blatantly OP or scales way too strongly. Some of it is on the mode itself, we're looking into adjusting the scaling so that the difficulty ramp goes up more steadily.

And some of this is on balance, like the Meta Tech that prevents you from losing more than 50 Lives per wave. Obviously, expect that one to be redesigned.


[h3]Balance[/h3]
The previous version hit up a good number of towers and made them generally more usable. We'll be further touching up on that, hitting up some more Towers and other Defenses that are either problematic or in need of some love. Blast Cannon, for example, desperately needs something that lets it scale, especially in light of Pulseray's recent updates.


[h3]Performance[/h3]
We're aware that the game runs into some serious slowdowns, especially in late-game Survival & Co-op. We've identified problems with certain towers (like Network) that should help with that, which will be coming in Version 0.3. Beyond that, we're looking into other ways to optimize the game, which may or may not make it into next version.


That's all for the early preview of Version 0.3. Expect a more in-depth preview in a few weeks! However, we also want to give you a progress update on stuff coming in Version 0.4...

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Version 0.4
Releasing Q1 2024

[h3]Campaign[/h3]
Since Early Access release, the Campaign has received a few minor updates. Some bug fixes and some difficulty tweaks, but that's it so far.

For the upcoming Version 0.3, it still won't be receiving updates, and that's because we are in the process of rewriting the bulk of the script. Much of the core plot points remain the same, but we're drastically expanding the lore and plot threads. We're also looking to improve it on the gameplay end. Having New Techs will help make the Tech Tree far more interesting as well.

When we're ready to talk about it and Chapter 3, we'll do a whole preview post for it.


[h3]New Towers & Axons[/h3]
Also coming in the same update will be 4 New Defenses and some new Axons! They'll be filling in some roles that are currently lacking. Expect a separate preview post for it in January!


[h3]2-Player Survival[/h3]
And the other big thing in that update will be 2-Player Survival! Because that mode wasn't ridiculous enough already, especially later in the game.

Survival Contest - Oct 27th to Nov 3rd

[h2]Survival Leaderboard Contest[/h2]
Do you have what it takes to reach the top of the Survival leaderboards? Our first ever leaderboard competition is now live!
  • Be the top person on the Survival Leaderboards for the first map, Blank Canvas!
  • This'll run from October 27th to November 3rd.
    -- Start and cutoff times will be 11am PST / 2pm EST / 8pm CET.


[h3]Submission Details[/h3]
First up, join our Discord. You'll be posting your run in the #survival-contest channel.

To qualify, please stream your run, and provide a link to the VOD (and timestamp, if it's a longer video). Uploading a recording to, for example YouTube, is also acceptable.

You must also provide the relevant replay. You can find it here:

    C:\Users\%username%\AppData\LocalLow\Element Studios\Axon TD_ Uprising

[h3]Rewards[/h3]
  • First place will get $200
  • Second place will get $100
  • Third place will get $50

Version 0.2.2 - A few more balance tweaks and fixes

[h2]Fixes[/h2]
  • Fixed Plasmathrower U2 DoT visual appearing on Axons when they spawn.
  • Fixed World Engine sound being capped at one at a time.
  • In Survival, fixed the Locked In Meta Tech, it was providing the Tower Tech for the wrong Defense. It should now properly be the last Defense you pick up.
  • Fixed being able to start a game on Hard Mode, bounce to Main Menu, change the difficulty to Normal for the HP Multiplier, then hit Continue Checkpoint and still get the Hard Mode Score Multiplier.


[h2]Balance[/h2]
  • Network U2 now has a cap on its Slow amount of 32%
    -- If you were able to get enough of them, it was singlehandedly causing upwards of 90% Slow, which is beyond ridiculous.
  • Proximity Mine U3 has been changed:
    -- Old: AoE increased. Instantly kills Axons below 20% HP.
    -- New: AoE increased. Slows Axons by 50% for 2 seconds.
    -- Something we thought we did in Version 0.2 was remove all % Damage effects. Clearly, we missed one.

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Instead of doing a full leaderboard wipe, we have removed just the entries that reach to Wave 120 that make use of either of the above Defenses & Upgrades.

After the Survival Contest is over, we'll be providing you with an update on our progress and what we're working on. In there, we'll also clarify why Wave 120 in Survival is far from intended, and what our goals with Endless Survival are.

In the meantime, enjoy the contest!

Version 0.2.1 - Replay and Performance Fixes, Balance, Leaderboard Reset

[h3]General[/h3]
  • The leaderboards have been reset! This had to be done due to a large number of changes to replay functionality, as well as more balance adjustments.
  • Deployments have been relabeled to Defenses
  • Added the ability to rotate Defenses and Expands with the mousewheel.
  • Changed the keys for opening the console from Shift + C to Ctrl + Shift + C.
  • Adjusted the in-game Meta Tech display to not show the entire tree.


[h3]Survival[/h3]
  • Added the ability to right-click on upgrades from your End of Wave Rewards to see more info.


[h3]Audio[/h3]
  • Added sound for Network ambience and hit
  • Added sound for Mass Teleporter activation
  • Every level should now have background ambience. Revised some of the existing ones as well.


[h3]Fixes[/h3]
  • Fixed all known causes of replay desync.
  • Massive CPU performance improvements for Survival.
  • Fixed an issue where you could cause a Nullreference Exception by Rerolling a lot in one wave in Survival.
  • Fixed an issue where Gravity Generator U2's Tower Tech was applying damage based on the damage and cooldown of the Defense it was connected to.
  • Fixed an issue where Gravity Generator U2 could connect to Mines and Traps.
  • Fixed Reaper U2 not granting the attack speed bonus.
  • Fixed Purger cleansing DoT effects.
  • Fixed Radiation Vent U3 triggering on Axons that already had the debuff.
  • Fixed an issue where bouncing projectiles could have inconsistent behavior.
  • Fixed being able to load a checkpoint to change which random upgrade you got with Survival Meta Tech "Bargain".
  • Fixed not receiving Credits when Recycling with Survival Meta Tech "Waste Management".
  • Fixed Survival Meta Tech "Double Down" blocking Bosses from leaking, causing other issues as well.
  • Fixed being able to select Defenses for your loadout that you hadn't unlocked in the Campaign.
  • Fixed starting resource Techs in Campaign not working at all.
  • Fixed holding Space Bar to skip dialogue also starting the wave in Campaign.
  • Fixed a UI display error with "Reduced Mine and Trap cooldowns" Tech.
  • Fixed the grammar on the warning text appearing in the Campaign Tech tree if you try and remove a Tech with dependencies.
  • Fixed Nuclear U2 tooltip still mentioning the old effect in addition to the new one.
  • Fixed Target Marker U1 listing its original linger duration in addition to the upgraded one.
  • Fixed EMP Mine Tech mentioning Inertia Blaster.
  • Fixed Inertia Blaster Tech tooltip saying it increased damage instead of the damage cap.
  • Fixed multiple instances of incorrect range indication relating to Command Link.
  • Fixed an issue where hovering over an inactive path would result in the path indicator remaining active, even when the path wasn't.


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[h2]Balance[/h2]

[h3]Targeting[/h3]
  • Repairers, Advanced Repairers, and Medivacs are no longer prioritized by single-target towers
  • Sniper no longer de-prioritizes Axons with Shields
    -- This was causing some inconsistencies with its targeting, where it's supposed to aim for high health Axons or Axons in the last 20% of the path.


[h3]Towers[/h3]
  • EMP Mine:
    -- Dropped duration from 7 to 6 seconds.
    -- The Aftershock (EMP Mine Tech) EMP duration from 7 to 3 seconds (half of the standard duration).
    -- U3 Power Cost increased from 25 to 30.
    -- We didn't do much lategame testing on this one so that's on us, but I noticed that you could keep the Axons EMP'd throughout most of the maze, even without investing that hard into the mines.
  • Gravity Generator:
    -- U1 power cost increased from 25 to 30
    -- AoE EMP is really strong, and while it's not quite as good as EMP Mine, it's up there, so we're bumping the cost slightly
  • Missile Launcher:
    -- U1 distance damage bonus removed.
    -- U1 base damage reduced from 20 to 15.
    -- U1 AoE increment per tile increased from 0.1 to 0.2.
    -- U2 Stun now only affects the primary target.
    -- U1 was an AoE upgrade that allowed it to also deal with tankier Axons without help. It wasn't punished against bosses, or Juggernauts/Colossus as it should have been. The upgrade just did too much at once. Simultaneously, it was also very skewed towards longer maps/modes like Survival and Co-op. So now it scales up its AoE faster as a compensation.
    -- U2 on the other hand would consistently stun Axons into a clump and keep them there, resulting in an enormous damage increase, in many cases comparable to or better than U1.
  • Network changes from 0.2 have been reverted:
    -- Base damage reduced from 5 to 4.
    -- Damage cap has been reduced from 40 to 30.
    -- This was absolutely crushing Hard difficulty Survival. We're still not happy with where Network is, but we'll take a look at its upgrades in the next major update.
  • Nuclear U1 change from 0.2 has been reverted:
    -- Damage increment per second from 1 to 0.5.
    -- It was kinda silly strong. We'll get back to this one if we deem it necessary with the next major update.
  • Plasma Vent base damage reduced from 6 to 5.
    -- Plasma Vent as a base trap did too much. Not only does it deal increased damage to Armored Axons, but also takes out at least 2 Shield charges on an average passing. In addition, you could start most maps out with just spamming them in a row, regardless of Axon composition.
  • Radiation Vent:
    -- U2 debuff AoE increased from 1.5 to 2.
    -- U2 debuff AoE damage increased from 4 to 5.
  • Reaper Damage cap increased from 25 to 30.
    -- Reaper has felt a bit underwhelming, and even more so since we bumped the HP of a lot of Axons with 0.2. Now it will really pop those low HP Axons.


[h3]Axons[/h3]
  • Increased the movement speed of lategame Survival Bosses (wave 75 and onwards) slightly.
    With the extremely long mazes of lategame Survival, there was never any risk of the Bosses leaking.


[h3]Techs[/h3]
  • Adjusted the "Isolated Slow" Tech.
    -- Old: If an Axon has no other Axons within 2 range, it is slowed by 5%.
    -- New: While there are more than 50 Axons on the field, slow all Axons by 5%.
    -- This one had to change. Due to a bug it was doing the calculation at all times, and with that, we discovered the calculation got really laggy real fast. This should result in a bit of a performance improvement.
  • The "Free Reroll" Tech in Survival has had its minimum wave increased to 11.


[h3]Campaign[/h3]
  • Boss 1 (Mission 7) HP reduced from 600 to 500 per stage
  • Boss 2 (Mission 15) HP reduced from 750 to 700 per stage
  • Boss Stages in Campaign were notably a step up in difficulty, and this is somewhat intended, but not to the point of "I'm losing repeatedly and can't figure out how to kill the boss". As such, we've dialed them back somewhat.


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Now that we've applied those fixes, we can actually run our Survival Leaderboard Contest! The revised details and timeframe are below.

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[h2]Survival Leaderboard Contest[/h2]
Do you have what it takes to reach the top of the Survival leaderboards? Well, starting October 20th, look forward to our first ever leaderboard competition!
  • Be the top person on the Survival Leaderboards for the first map, Blank Canvas!
  • This'll run from October 27th to November 3rd.
    -- Start and cutoff times will be 10am PST / 1pm EST / 7pm CET.


[h3]Submission Details[/h3]
First up, join our Discord. You'll be posting your run in the #survival-contest channel.

To qualify, please stream your run, and provide a link to the VOD (and timestamp, if it's a longer video). Uploading a recording to, for example YouTube, is also acceptable.

You must also provide the relevant replay. You can find it here:

    C:\Users\%username%\AppData\LocalLow\Element Studios\Axon TD_ Uprising

[h3]Rewards[/h3]
  • First place will get $200
  • Second place will get $100
  • Third place will get $50

Hotfix Incoming & Survival Contest Delayed

The Survival Contest was supposed to start today; however, we're still working on a hotfix that addresses the various issues that have been brought up, including:
  • The lag
  • Replay desyncs
  • Techs not working in the Campaign as intended
  • Specific Towers/Traps/Mines doing way stronger than intended (some of which are a direct result of bugs).
  • And a few more things we're catching

Since this hotfix will reset the leaderboard, we're not rushing it out the door. Last thing we need is a followup hotfix to the hotfix that resets the leaderboard yet again.

As such, we're delaying the Survival Contest a week, it's now planned for October 27th to November 3rd. Hotfix should release prior to then. We apologize for the delay.