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Age of Defense News

New Update. Version 0.90 is available now!



Hello there,
We are keeping the work with Age of Defense. This update took a lot of time because we were finishing the last huge update for Warstone TD. We added the full Offline mode. It was a really big task. We almost finished polishing it, so now we can spend more time on Age of Defense.

Another reason is the new boss mechanics in Mission 9. It was just a big mob previously. Now it is a well drawn really big boss with 3 phases. You need to kill him 3 times. It grows strength and gets new abilities after each transformation. It is so huge what it destroy gates of the temple. It is EPIC BOSS battle. Enjoy!



[h2]Changes in Mission 9.[/h2]
We also reworked this mission significantly. Amount of waves were reduced. Players start with less meat. But waves of enemies are big and spawn with reduced cooldowns. So, it is non-stopping battle and a palyer should defend them using all 3 sectors.

The Temple comes alive in the middle of the mission. It starts spawn tons of different reptiloids. It heals all units later. Finally, it puts reptiloid-riders on every dinosaur which coming through.

Air paths were changed also. They starts in the middle of sides and goes strictly to the exit point. New Air mob spawns Green Fish mobs when fly over the road.

In overall, enemies come from everywhere. This mission unlocks Voodoo Tower (very high magic damage with low reloading) and Dino Woman Tower (damage increase aura and Devour ability to consume an enemy).



[h2]New building and upgrade animations for basic towers.[/h2]
Our artist revised all basic towers. They have same size of pedestal. It is important because some towers can visually overlap other terrain. It looked bad. Now they are all of the same size. Also, we added animation of building and upgrading. It is a pleasure to just build towers now. We did it only for basic towers, because they don't have special abilities. We will bring other towers to the same concept with their abilities when they will be done.



[h2]Mission 10 with New Balance.[/h2]
This update is exceptional because we added 2 new missions. Mission 10 has had already finished graphics. We just added a new feature. Now the middle path is full of spike traps. We will draw an unique graphics for it later. It works as usual Spike trap, but deals much more damage.

Enemies on the middle path will appear in huge numbers, so players will need these pre-default traps.
Also, we brought game balance to New Balance. Parameters of monsters were changed. All enemies come from left size and go to the right. This is the only mission in the game which has 3 separate walk paths.

New enemy abilities appear on this level. Bird mobs leave egs upon death. These eggs produce smaller birds if they are not destroyed. Another cool thing is UFO mob. It increases size and health of targeted enemy. It looks very fun. We hope you will like this reworked level.



[h2]Skill Tree changes.[/h2]
First of all, we slightly changed a design. We added icons of all 5 spell to the menu which highlight tower icons which get affected by chosen skill. It makes navigation in the menu much easier.
Also, we added a bunch of new skills. 19 new skills in total. They increase damage, decrease cooldown and increase amount of charges for Spike Trap and Meteor spells. We are going to add more skills with each next update.

[h2]Play with us,[/h2]

New Update. Version 0.89 is here!



Hello there,
This update is very important because we add New skill system. It is unfinished, but it looks huge even now. Skills menu is available after completion of Mission 3.

There will be about more than 100 skills in total. But only 8 of them are available now. We need to be sure that current system works fine and after that we will be adding new skills with each update. There are basic skills for basic towers. Like, increase damage, range, attack speed. Anyway, it buffs basic towers very well.

We use text hints temporarily. Later, we will replace all of them with animated GIFs. We are still going to keep "no single word" feature in the game. Most of skills are unclickable. It is temporarily solution also. Skill tree will get larger and more functional with every following update.


[h2]About new mission[/h2]
We added Mission 8 with New Balance. First of all, we added a special map feature. Now the one road has a small pool of lava. Enemies take damage when walking on lava. So player can handle tons of monsters with lava. It is a good point. The bad thing is that lava is near the end of the path. So, it is a risk trying to handle all enemies at the lava point. So, player must balance between lava point and crossroads point which is also a great spot for placing towers.

We changed parameters of all enemies of World #3. Also, 2 enemies got new abilities. First one is a Big Green Dino. It now has stone damage resistance aura. It gives nearby allies 50% stone resistance bonus. It helps small green dinos live a little longer.

Another new ability was given to Air Dino. Now it drops a Fast Green Fish from World #2 on the road when it flies over the road. A pack of Air Dinos work as a landing troops squad. It is very fun to see and play.

Finally, 8th mission offers a new tower for players. It is Ape Tower, an upgrade of Stone Tower Level 2. It doesn't have splash damage. It hits only 1 target but it applies a Poison buff in the area of hit. So, it poisons several enemies at once. Poison deal 25 damage per second and lasts for 10 seconds. It is 250 damage overall. Poison ignores stone resistance. So, it works great against armored enemies and big groups of small enemies. For example, there are reptiloid mobs with high health regeneration appear on Mission 8. Ape's poison completely turns this regeneration off, so other towers could over damage and kill it. Also, Ape Tower attacks air targets. It has larger attack range than Giant tower, so it can cover several paths at once. In overall, every player should use at least 1-2 Ape towers for better results.


[h2]Other game changes[/h2]
  • Old Skill menu in missions with Old Balance works properly now.
  • Jump mobs now need some time for getting height to be able to fly over barricades and other obstacles.
  • Fixed the bug with appearing of barricade wall in Mission 3 when path wasn't completely blocked. Disposition of starting barricades in Mission 4 was improved.
  • Amount of health of Jumping Jellyfish was increased by 100%. Physical size of this mob was increased to 4x4 (big mob). Amount of Jump Jellyfish was cut by 50% to remain same game balance.
  • Damage of Sniper Tower was increased by 5.
[h2]Play with us,[/h2]

New Update. Version 0.88 is available!



Hello there,

This update took a lot of time since we were worked on several massive things: 1) New Skill system; 2) Visual performance of enemy units; 3) Final in-game movies. We did it our best but it took so much time anyway. But we almost finished them. First of all, we found a solution to make monsters look smoother without any FPS loss. We reworked all mobs of World #1. You can check and see how they look awesome.

Secondly, we are finishing last in-game movie right now. We are going to add them all in the next update. We think it will allow to understand main story more fully. After that we will send them to our mate composer to add voice and sound effects. They will be ready much later.

Finally, we made a fundament for new Skill System. We are testing it now. We are going to give access to it with first available skills in upcoming updates. So, expect a lot of new stuff in future updates.


[h2]About new mission[/h2]
We added Mission 7 with New Balance. We added a small but a very cool feature. It is called BBB, Big Bone Barricade. Top path have 3 BBB. Each of them is a usual barricade but 100 times tigheter. So it can hold tons of monsters. That's why tons of monsters appear on the top path. You should imagine that. 20 Big Explosive Stegoflies appear on the last level of the level. For example, only 3 of them appeared in the previous level. So, it will a tough battle.

The bottom path introduces enemies of World #3. Green Dinos are usual mobs. Triceraptors are armored mobs. Bugs are fast and have health regeneration. Blue Birds are weak but have magic resistance and ignore damage from Stone attacks. Armadillo is a mini-boss which appear in the end of level. It is extremely tough and stuns nearby towers every 3 seconds.

Also, Mission 7 introduces a new tower. It is Axe Tower, an upgrade of Arrow Tower Level 2. It has higher damage and attack speed. It is great against unarmored enemy units. Also, it has an access to its base gold ability. It increases damage by 10% with each strike on the same enemy. So Axe Tower can boost its damage up to 300%. It works great against slow enemies. Also it works great with barricades and BBB. It is the reason why Axe Tower appears on Mission 7. Enjoy!


[h2]Other game changes[/h2]
We added final version of Mission 12. You can see how it evolved on the GIF above. Also, there were a few other changes. Also, we added an Easter Egg connected with Red Alert universe.

  • Graphics of enemies of World #1 was reworked.
  • Arrow Tower Level 1 damage was increased from 9-13 to 11-14.
  • Arrow Tower Level 2 damage was increased from 25-31 to 29-33.
  • Sniper Tower Level 3 damage was increased from 79-101 to 79-111.
  • AxeTower Level 3 damage was increased from 57-59 to 69-71. Price was increased from 180 to 215 meat.
  • Fixed wrong animations of icons in the Menu mission and Movie Mission
  • Added smaller version of in-game cursor to prevent FPS loss.

[h2]Play with us,[/h2]

New Update. Version 0.87 is here!



Hello there,

We are adding 6th mission with New Balance in this update. It has a completely remade wave design. A lot of people complained about insane difficulty of Old Balance. New Balance is what you waited for.

We added a small feature to this map. Now, fly mobs appear from 2 hidden spots during the game. We slightly changed boss fight phase. First of all, we added space for 6-9 towers near boss spots because fight last too long in the Old Balance. Boss bug got 125% magic vulnerability. It works good with Ice towers which appear in this level at the first time. Voodoo Tower was replaced with Ice Mage. Also, parameters of Ice tower was changed.

Secondly, we changed types of enemies in the boss phase wave. Now it spawns only bugs and flies during the fight. Parameters of all mobs were changed. Fast Bug now spawns another monster upon death (instead of making an invulnerable mob with short life time). We changed Boss Bug ability. It roars on a group of allies and increases its movement speed. Also, towers get a small range bonus when attacking Boss Bug.

Finally, boss's Cocoon gives meat now. Cocoon's bugs got reduced movement speed but increased health. Cocoon heath and number of bugs now depends on the spot it spawned. For example, top cocoon spot has the lowest health and spawn less bugs (because top path appeared later in the mission and got weaker defenses).



[h2]New Interface design[/h2]
We used basic design for different parts of the interface. Game evolved. We think it's time to make a proper design. There is a list with new design features below:
  • New display of tower attack range.
  • New display for tower building.
  • New font for all text fields.
  • Text in info menu used with bold font and lighter color.
  • Cursor and it's different states.
  • New design for spell casting with an indicator of remaining charges.
  • New size of top buttons. Also, Mini-movie icon was removed from Pause menu

[h2]Other game changes[/h2]
  • Ice mage damage increased from 95-99 to 145-151. Attack speed improved from 2.25s to 2s. Duration of slow reduced from 15s to 10s. Price increased from 200 to 225. Also, he changes targets with every shot (to slow much enemies as possible).
  • Bonus to enemy resistance at Hard/Nightmare changed from 0%/5% to 5%/10%. Lives at Hard/Nightmare changed from 25/10 to 30/15.
  • Condition of Mission 1 achievement changed from 10 to 4 minutes.
  • Added alternative scenarios for Mission 1-3 if player has already completed them (No old mage appearances and hiding a start wave button).
  • Big Stegofly mob (Mission 6) now damages barricades upon death.
  • Towers get an extra attack range while attacking Boss Bug (Mission 6).



[h2]Bug fixes[/h2]
  • Fixed the bug when big monsters didn't damage barricades.
  • Monsters leave blood upon death in Mission 1.
  • Fixed the bug when Spear Towers missed a lot against Bug Boss in Mission 6.
  • Fixed the bug when Spike trap showed wrong value upon activation.
  • Visual fixes of Boss Bug
  • Opening Mini-movies menu or System menu during the game turns the pause on.
  • Boss Bug regeneration works properly now.
  • Enemy preview in the Start Wave Button works properly now.

[h2]Play with us,[/h2]

New Update! Version 0.86 is available!



Hello there,

New skill system and Mission 6 with New Balance are still in the progress. So today we add a lot of other good things. First of all, we added scenarios to first three missions of the game. We want to keep the idea of "no single word in the game", but we agree what the game can be confusing sometimes. We have a lot of ideas in mind how to solve it. And we added some of them in this update.

[h2]Scenarios[/h2]
First level could be confusing for new players, because it gave so much new stuff for a short period of time. We left a wave filling untouched but added pauses between them and special conditions prior starting new waves (like build a tower, cast a spell). Also, we drawn 3 sketches of the old mage animations who points at certain things in the game. It should help players notice new elements.

In the Mission 2, Meteor spell is auto casted on Wave 3. After that slow motion turns ON for 6 seconds to help a player cast another Meteor spell. Similar things happen in Mission 3 when barricade wall appears right in front of a huge group of insect mobs and block their way.

There won't be any scenarios and tutorials after Mission 3. We want to give players freedom in completion of the game. We think tutorial will help new players to understand main game mechanics. We need your thoughts. Please replay first mission if ytou have time (it takes 6 minutres) and tell us your opinion.



[h2]Interface and other changes[/h2]
We have a plan for a huge interface redesign. It will be awesome. We promise. For now we add 2 things. First one is a new Start wave button. It looks incredibly great. Cool animation of bones show how much time left before new wave starts. Also, we added a bonus for players who starts wave earlier. Now it reduces cooldown of all available spells on 1,5x of remaining time. We don't want to give a meat bonus like in Kingdom Rush, because it fits bad in our game setting. Giving meat for starting wave earlier??? Seems strange. If i won't be enough we will think about something else. You can help us with your ideas as well.

Another thing is new spell buttons. We added hotkeys for all spell. Hotkey letter is a background icon of a spell. Interesting design, isn't? Also, we added a number of available charges for all spells. Finally, barricade can be cast several times (like Spike trap) now. These changes should make battle time is more engaging. We tested it, hotkeys are very useful.

[h3]Game changes[/h3]
  • Added 4 seconds pre-activation time for Spike trap. It gives an extra pleasure to use this skill, also it fits better to its origin.
  • Meteor center damage radius was slightly reduced. Cooldown was reduced from 80 to 90.
  • Added 50% spell resistances to mini-bosses in Mission 1,2.




[h2]Bug fixes[/h2]
  • Fixed the critical bug when players lost lives with no reason on Mission 9.
  • Fixed the bug with a black screen on Mission 7.
  • Fixed the bug when 1 spike could damage several enemies.
  • Fixed the bug when Spike trap damaged big monsters several times.
  • Fixed the bug when some enemies could get stuck in the start of the road on Mission 2.
  • Old mage shows proper tablet when user completed achievement. Also, we added 3s
  • Fixed the bug when
  • Visual fixes in the Pause Menu.
  • Fixed the bug when animation of spell recharging was shown incorrectly.
  • Changing game difficulty in the game menu now shows right info about achievements completion.
  • Removed wrong shadow animation when the old mage shows a tablet with an achievement.
  • Towers has a right order in Mission 1 now.
  • Fixed the bug when game scenario (first 3 missions) could be broken if player left and started another mission.
  • Fixed the bug when shadows (given during a jump from the water) remained on monsters if player used 2-3x game speed setting
  • If enemy has spell resistances, damaging it with spell will show reduced numbers of real damage.
  • (Patch #1) Fixed the bug when trap hotkey didn't work on Old Balance maps.
  • (Patch #1) Fixed the bug with visial bug of mini-movies menu.
  • (Patch #1) Fixed the bug when Start buttons weren't shown on certain maps (Missions 6-15).


[h2]Play with us,[/h2]