• One More Step Towards the Update

    I’m continuing to drip-release the upcoming patch with a mini-update today: One Unit (Character) Per Round You may now only bring one unit into the game each round The biggest advantage of this change: The units per player will never decrease, and therefore you’ll never have your extra units kicked from the game. No Late…

  • A Step in the Right Direction… Hopefully

    I’m planning another big update to Endless mode and how multi-character play works. If you’d like to read about it and provide feedback, I’d love to hear it: https://www.streamdefense.com/forums/topic/the-death-of-endless-mode/ In the meantime, I’d like to start dripping in some of the balance changes I feel confident about (or at least confident with the direction). As such,…

  • Getting Your Feedback Earlier

    After this recent update to the game I realized I need to start including you (the players) earlier in the development process. While I always give you guys my changes as soon as they’re complete, I think giving you my thoughts before I even begin writing the code would be better. There are several aspects…

  • Multi-Character Update!

    DISCLAIMER: I realize this update is messy and not always super fun right now. Please know that I’m also unhappy with it. I’m giving you this update before doing any testing, and therefore it’s unbalanced and doesn’t always feel great. Trust that I will continue to take your feedback and improve it slowly but surely.…

  • Commander Nerf 🙁

    As much as I enjoy watching the commander cause chaos, if I’m being honest I know he’s probably broken. As such, I’m giving him a nerf, while trying to retain what makes him awesome. I believe he will still remain one of the strongest specs in the game (if not the strongest) Commander’s bonus attack…

  • Mini Crowd Control Update

    Crowd Control changes: While I feel that an enemy’s resistance to crowd control (ccResist) should be tied to their level, it also provides some issues. As players gain ranks, unlock harder difficulties, and reach higher waves, the enemy’s level becomes higher and higher – enemy ccResist increases while players’ ccPower remaining the same. To balance…

  • Mini Highpriest Update (July 24)

    After making Meditate a purchasable spell, I decided it’s a good spell for every highpriest to have. Therefore, I decided to make it a default spell (along with “Strength“). I’ve also added a new spell, “MassMastery“, which will replace Meditate for anyone who bought it in the past 2 days. Meditate is now a default…

  • July 23 – Small Balance Update

    Bug Fixes Fixed a bug which lowered the drop chance of Power Orbs to 50% of the normal amount. (The bug was introduced with the recent Highpriest changes) Fixed an exploit with Investment Altar and the Highpriest spell Knowledge. Gem Changes The Power buff from Citrine has changed:  Gain 2 power at the start of each wave (+0.05 per gem…

  • Crowd Control Update

    I’ve made some changes to how crowd control works: The diminishing returns of Slow are now less severe, and more similar to those of Stun and Charm. HOW CROWD CONTROL WORKS (For those who are unfamiliar) Enemies start with a ccResist based on their level (shown in the orange crest to the left of the…

  • Highpriest Balance Update

    Some players have rightfully pointed out how important the spell Meditate is, despite being available only to Emerald and Citrine priests. As was suggested, I decided to try making meditate a purchasable spell.  However, I also didn’t want players to feel forced into buying Meditate… Looking into the issue further, I’ve decided Orbs aren’t as…