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Age of Defense News

New Update. Version 1.07 is available now!



Hello there,

We are continuing to polish the game. Firstly, we have implemented significant improvements in the main game code. We hope this addresses various issues such as black screens and missing menus. Please let us know if the game now functions better for you.

Secondly, we finished redesign of new graphics of all spells like spike trap, barricade and etc. They all got casting animation. All barricades have 3 types of damage levels. Same for spike traps. There are 5 types of them, all have different visuals. Fear spell finally got graphics. And we made new Rage Totem. Old one was too old.



Mission 12 of Mode #3 starts with the Bird Boss Battle. This time, the boss boasts a considerable amount of health, while the player starts with low gold and limited options for countering the boss. As a result, players must strategically balance defending against hordes of enemies while attempting to deal damage to the boss. If the player fails to defeat the boss within 20 minutes, they'll face seemingly insurmountable waves of enemies, resulting in a loss.

This level demands strategic planning and offers a fun and engaging gameplay experience. We hope you enjoy the challenge. On a side note, almost all missions are complete, with 42 in the game and only 3 remaining.

In addition, Challenges have been added to all missions of Mode #2. Some challenges require players to complete the mission without using certain spells, while others demand finishing the level before the timer expires. An intriguing challenge even requires hexing 5 enemies simultaneously when the Voodoo Tower is not the optimal choice. There you have it—15 more Skill Points to achieve.



[h3]Bug Fixes[/h3]
  • Fixed a bug where a tower could be built on an inaccessible location if it was selected via hotkey.
  • Fixed a bug in Mission 15 where the Boss Phase didn't initiate when the player used the Caviar ability of the Fish Tower.
  • Towers affected by the damage aura of the Woman Tower now have their damage displayed in green.
  • Addressed a bug where a tower could be placed in an impassable location if the player used hotkeys.
  • Resolved an issue where the old mage did not show the challenge description while he was missing (between Missions 12-15).
  • Fixed the bug when Dino Woman Tower wasn't available at Mission 8.


[h2]Play with us,[/h2]

New Update. Version 1.06 is here now!



Hello there,


The designer and programmer have dedicated significant time to working on the final game boss. It is a technically complex endeavor, and our artist has contributed numerous impressive boss animations and side animations. The effort has been focused on ensuring everything functions seamlessly. Given the boss's substantial size, the animations are extensive, impacting the frames per second (fps), which led to optimization efforts.

The boss itself encompasses three distinct phases. Each phase alters the map layout, introduces new features, removes others, and includes various details crucial for story comprehension. As an example, in the beginning of phase 3, the boss releases the old mage and the boy, allowing them to walk on the road like regular mobs. Players can witness these characters in in-game movies.

After resolving all issues, it appears the boss is nearly ready. We've implemented our ideas with temporary animations, significantly improving the functionality of the boss battle. Our artist is currently working on the final animations, which will be incorporated in a future update. This marks the completion of all content in the game, allowing us to shift our focus to polishing the overall gaming experience.



[h3]Changes of Boss 5[/h3]
  • Added new animations for the start of Phase 2 and Phase 3 in the Boss Battle.
  • Introduced the old mage and the boy as mobs that run to the exit at the beginning of Phase 3.
  • Improved the smoothness of the Boss Tongue movement in Phase 3.
  • The Boss Tongue in Phase 3 no longer shakes.
  • Implemented a special animation for summoning mobs in Phase 3.
  • Provided immunity to all effects for the Boss Tongue part.
  • Introduced a starting cooldown for the Boss in Phase 3. Previously, all cooldowns were used upon appearance.
  • Added an appearing animation for the mouth-portal.
  • Included a new animation for summoning mobs in Phase 2.

[h3]New mission.[/h3]
In Mission 11 of Mode #3, we've introduced a humorous twist. Enemies exclusively emerge from the central portals, circling around before making a dash for the exit after completing two full laps. The catch? Enemies appear continuously, leading to a growing number of foes in the center with each passing second. Players must eliminate them before the circle becomes too crowded, risking the escape of swift enemies. This mission promises a unique and entertaining challenge, reminiscent of custom maps from Warcraft III. As an added difficulty, players are limited to using fewer than four stone towers, particularly effective against groups. Brace yourself for a tough challenge!

Exciting news on the audio front: the game's soundtrack is now complete, ready to be introduced in the upcoming update. As a sneak peek, we're sharing another track with you.

P.S. In response to player feedback, we've adjusted Mission 7 in Mode #2, making it more approachable for everyone. We hope you enjoy the changes!

[previewyoutube][/previewyoutube]

[h3]Bug Fixes[/h3]
  • Fixed a missing animation for inactive Bonfire in Mission #13.
  • Addressed a bug in Mission #12 where teleportation stones activated prematurely.
  • Visual enhancements for the portal stone portal animation in Mission #12.
  • Fixed a bug where the Horse mob continued walking if it died near barricades.
  • Addressed an issue where the Horse could break if stunned during transformation.
  • Fixed the Target ability of the Sniper, correcting an unintended range bonus.
  • Resolved a bug where a warrior on Ambulocetus wasn't removed from the screen after leaving the mission.
  • Fixed a scenario where the New Tower Menu appeared beyond the in-game movie.
  • Corrected an issue in various missions of Mode 2 and Mode 3 where Tall Bird started moving in large circles.
  • Fixed a bug where some monsters disappeared after entering the Boss portal.
  • Addressed an issue where the level sometimes didn't finish after killing the boss.
  • Fixed a bug where Boss' summoning mob could appear far behind.
  • Resolved a bug where monsters from the portal appeared far from the designated point.
  • Fixed a scenario where units could walk inside the Boss's body during Phase #3.
  • Addressed a bug where the Boss battle could start one wave earlier.


[h2]Play with us,[/h2]

New Update. Version 1.05 is available now!



Hello there,

We are keeping working of the game. The game is almost ready. We have designed all mission and in-game challenges. We will add them in future updates. Bosses of Worlds 1-4 are ready and have final graphics. Now we are focused on the last, Final boss. It is really tough task because of its complexity. It is graphically huge, and game mechanics is complex. So it takes a lot of time. We fixed some critical bugs with it. So, at least play could pass it now. Now we are making final graphics for it.



Our artist made whole graphics of Steam Trading Cards. So, we added them in this update. There are 10 cards, each has a monster in it with a name a small description. Learn history while playing games. Also, you can achieve backgrounds, badges and emotional icons.



We added another mission of Mode #3 in this update. It is Mission 10. It has a funny idea. It is like a conveyer. Enemies come at top lane, then move at middle and then goes to bottom lane. About 30 minutes of non-stopping mob killing. Pretty fun actually.

This update was ready long time ago, but we couldn't upload it due several reasons. On other hand, we kept working. We discussed an finalized all things related to the last boss. So the next update should come really soon.




[h3]Bug Fixes [/h3]
  • Fixed a lot of bugs with Mission 15. When Phase 2 of Boss Battle didn't start, when level couldn't be finished and etc.
  • Fixed the critical bug when Mission 3 didn't finish after killing the Boss.
  • Fixed the bug when Mission 3 Mode #2 didn't finish.
  • Fixed the bug when Boss on Mission 15 had extra resistances.
  • Mission 9 Mode #3 couldn't be finished. Fixed


[h2]Play with us,[/h2]

New Update. Version 1.04 is here now!



Hello there,

We have some exciting updates to share with you. In this latest development, we have designed and implemented all in-game challenges. Additionally, we have added all achievements for Mode #1 in this update. These achievements present players with specific conditions to fulfill while replaying missions, adding an element of challenge and strategy to the gameplay.

Each achievement comes with its own set of unique conditions, making it a diverse and engaging experience. For instance, in Mission 15, players must prevent towers from getting covered with snow, which requires avoiding placing towers in the middle zone during the first phase of the game. This spot is typically ideal for towers, so players need to devise alternative strategies to succeed. Another interesting challenge can be found in Mission 7, where players must protect at least 2 out of 3 Big Bone Barricades from being destroyed – a challenging task indeed.



There are some easy challenges in the beginning of the game. Challenge of Mission 1 requires you to pass the mission in less than 4 minutes. It is easy to do, players just need to start all waves earlier. And Challenge of Mission 3 requires to have 13 towers with Woman Fish Tower Range debuff. It is pretty easy, but requires placing towers in unusual spots.

All challenge descriptions are made with pictures. Our artist made his best to make them all easy to understand. I think he succeed. He used cute cartoon style and made 2 different progress bars in the battle. He added some cool animations. Especially, animation of achieving a challenge condition is fun.

Completing each challenge grants players 1 Skill Point, offering a satisfying sense of progression and reward for their efforts.



Moreover, we have added Mission 9 of Mode #3, a uniquely challenging mission featuring only one wave and an impressive 9999 starting meat. Boss Dino makes an appearance right from the start, and enemies come from all corners of the map. Players must strategize and use a substantial amount of meat to build a formidable defense and defeat the boss. The total health of the Boss is nearly 1 million HP, presenting a formidable and rewarding battle.

We have made various bug fixes and visual improvements as well, ensuring a smoother and more enjoyable gameplay experience. Our dedication to refining the game continues as we work on the graphics for the Final Boss and improve the Worm Boss code based on the valuable feedback you provided.

Thank you for your support, and we are excited to bring you more updates in the near future!



[h3]Bug Fixes [/h3]

    We've been hard at work on the latest update, and we're excited to share the following bug fixes and improvements with you:
  • We have removed repetitive in-game movies in Mission 11, ensuring a smoother and more enjoyable gameplay experience.
  • The Battlecruiser game intro will no longer play twice, eliminating any unnecessary repetition.
  • We fixed a bug that caused spell charges to disappear if the player used them and then restarted the level. Now, spell charges will be properly retained when restarting.
  • The purple square that appeared in Mission 14 has been removed, enhancing the visual clarity of the game.
  • There was a bug that allowed enemies to gain an additional life if they got stuck near a big barricade. We've addressed this issue, ensuring fair gameplay.
  • The Ape's Ultimate ability will now trigger if one of its projectiles kills an enemy, optimizing the Ape's effectiveness in battle.
  • We resolved a visual bug where the poison effect would sometimes remain on the ground, leading to a more polished visual presentation.
  • The Woman Dino Tower has received a visual fix, correcting its displacement and ensuring its proper appearance.
  • Previously, Tyrannosaurs that passed through the temple did not receive the proper game difficulty life bonus. We have now implemented this bonus, creating a more balanced and challenging experience.
  • We fixed a visual bug related to the appearance of Ambulances in Mission 14, ensuring consistent visuals throughout the game.
With these fixes and improvements, we aim to provide you with the best possible gaming experience. We greatly appreciate your support and valuable feedback, which has been instrumental in helping us make the game even better. We look forward to bringing you more updates and exciting content soon!

[h2]Play with us,[/h2]

AoD Soundtrack is almost finished. Check out new track!



Hello there,

We are keeping the work. We will release a new update with mission and in-game challenges for all Mode #1 missions very soon.

But this announcement is about other things. AoD soundtrack is almost finished. There will be 18 tracks in total, 3 for each world, 2 for main menu and one for Boss battles. Today we want to show you the first new track. In this composition we used musical motifs of ancient peoples in combination with Marina's beautiful vocals.

What do you think?

[previewyoutube][/previewyoutube]


[h2]Stay with us,[/h2]