🛠 Patch for CreepWars TD A new patch is live – fixing several bugs and improving the overall gameplay experience. Thanks for your continued feedback and support! 🐞 Bug Fixes Path visualization has been fixed – paths are now displayed correctly again. Fun Map "Octobeerfeast": Fi
🛠 Patch for CreepWars TD
A new patch is live – fixing several bugs and improving the overall gameplay experience. Thanks for your continued feedback and support!
🐞 Bug Fixes
Path visualization has been fixed – paths are now displayed correctly again.
Fun Map "Octobeerfeast": Fixed a game-breaking bug that caused the game to crash.
Fun Map "Circle": Fixed a bug with range visualization.
Undead Monstrosity (Level 4): Fixed issues with sound and attack behavior.
⚙️ Gameplay Changes
Speed adjustments now apply to all difficulty levels.
Scroll area in "Human Level 1" has been increased – giving you more room to maneuver.
Enjoy the game – and as always, I’d love to hear your feedback!
Hello everyone I have developed a new Undead campaign for the Steam Tower Defense Festival. You can now play the first level "Underground Ritual". The new campaign also introduces a new game mode in which there is no set number of lives, but a main building must be defended. The
Hello everyone I have developed a new Undead campaign for the Steam Tower Defense Festival.
You can now play the first level "Underground Ritual". The new campaign also introduces a new game mode in which there is no set number of lives, but a main building must be defended.
The opposing creeps run to the end of the path and then attack the next tower or the main building.
If you like it, please let me know. I am currently planning another 4 new levels.
Hi everyone, Please find the devlog of this update here: Changes: - Mage projectiles target a new enemy after missing Fixed Bugs: - Weird projectile behaviour Thanks for playing!
hi everyone, Unfortunately there were some bugs in the release version. I hope I fixed most of them with this hotfix. Please let me know if you found other bugs or if you have suggestions to improve the game! Fixed bugs: - Summoned skeletons move weird - Monstrosity twitches - Br
hi everyone, Unfortunately there were some bugs in the release version. I hope I fixed most of them with this hotfix. Please let me know if you found other bugs or if you have suggestions to improve the game!
Fixed bugs: - Summoned skeletons move weird - Monstrosity twitches - Broken win menu in the Halloween fun map - Summoned skeletons can climb the hill on the left in the Halloween fun map
It's done, I finally pushed the button to release CreepWars TD 1.0 and end the Early Access! Thank you all for your help to get the game to this point! A new trailer can be seen here: Time to celebrate! I have discounted the game for the next weeks! Thanks for playing
It's done, I finally pushed the button to release CreepWars TD 1.0 and end the Early Access!
Thank you all for your help to get the game to this point!
Hi everyone, This is the pre-patch for the release on april 15th. Please feel free to report any bugs and let me know if you like the changes. Update: - Added difficulty settings - Added possibility to hide dialogues - Added ingame graphics settings - Ingame UI update - Selection
Hi everyone,
This is the pre-patch for the release on april 15th. Please feel free to report any bugs and let me know if you like the changes.
Update: - Added difficulty settings - Added possibility to hide dialogues - Added ingame graphics settings - Ingame UI update - Selection rectangle grey instead of green - Maceman and Paladin now stun - Handle death of creeps better (maybe for future features) - Circular selection UI at selected entity - Ingame sound adjustment - Remove tooltip "free unit" from creeps - Adjusted camera restrictions - Added end of path visualization - Updated the main menu - Updated / added short keys - Changed grass texture - Updated all unit icons - Amount of waves is now indicated next to the wave count - Added footprints - Updated waves in human level four
Fixed bugs: - Rotation bug of Monstrosity - Adjusted range tower positions in human level five and six - Bug when Orc Shaman Wolfrider changes to ghost - Next wave button now disappears immediately after clicking it - Fixed rotation bug on summoned units
Hi everyone, I am sorry that I haven't posted here as frequently. That was because I decided to document the completion of CreepWars TD in the form of a devlog on YouTube. If you followed the content here, you might want to skip the summary: From then on I documented all progress
Hi everyone,
I am sorry that I haven't posted here as frequently. That was because I decided to document the completion of CreepWars TD in the form of a devlog on YouTube.
If you followed the content here, you might want to skip the summary:
I will still document the changes in a patch note when I upload a new version to summarize the changes for you guys. I will also post every new devlog here from now on.
Hey everyone, This is just a regular update to polish the game. Balancing: - Human campaign level 1-4: path optimization - Human campaign – bonus level: time between waves increased (from 5 seconds to 20 seconds) - Fun-Map Shrunken Feast: Melee tower moved closer to path Fixed bu
Hey everyone,
This is just a regular update to polish the game.
Balancing: - Human campaign level 1-4: path optimization - Human campaign – bonus level: time between waves increased (from 5 seconds to 20 seconds) - Fun-Map Shrunken Feast: Melee tower moved closer to path
Fixed bugs: - Human campaign level 3 wave 12: Creeps falling from bridge (wave couldn’t be finished) - Human campaign level 4: Farmhouse model changes on zoom - Human campaign level 6: creeps don’t reach end of path - Human campaign bonus level: last wave monstrosity walk backwards - Sell mark on paladin (skull) always visible - Creeps fight tower bug (human creeps sometimes started to fight tower) - Rotation bug - Maceman dealing no damage - Minimap icons in Fun-Maps
Hi there, I am proud to announce that we finally got a free demo version of CreepWarsTD ready for you. Please don't hesitate to give it a try! You can play the tutorial The first level of the human campaign And the Halloween-Fun-Map I hope you enjoy it! Thank you for playing, Chr
Hi there,
I am proud to announce that we finally got a free demo version of CreepWarsTD ready for you. Please don't hesitate to give it a try!
The last month has been very busy. I finally managed to release a new Update including most of the announced and some unannounced new content/modifications like: - Bonus level for the human campaign - Update of the level selection menu (Funmaps and Campaign) - New HUD - Minimap T
The last month has been very busy. I finally managed to release a new Update including most of the announced and some unannounced new content/modifications like:
- Bonus level for the human campaign - Update of the level selection menu (Funmaps and Campaign) - New HUD - Minimap
The unannounced change was the overhaul of the level selection.
I wanted to include a short description for the Funmaps as well as a label for the campaign level. I think this makes it much clearer what the level is about.
With this update I unfortunately produced a bug by implementing the minimap (mainly at the Funmaps) which broke the UI so that it was impossible to build tower. I fixed that by reconfiguring the minimap camera in the affected maps. Sorry for that!
After that I started to overhaul the steam page. I have created a new eartly access trailer:
And I have redone the “About” section with some nice GIF’s I think it is much more appealing now. To wrap this up I reviewed the tags and changed them slightly to match other TD’s so steam will hopefully like CreepWars more ːsteammockingː.
This marketing theme out of the way I came back to create new content:
-Gif Pala-
This is the new Paladin tier 4 human tower. The Paladin has two attack types. His basic attack is a melee attack with his two handed axe (blunt damage) this damage is comparable to the damage of the tier 3 Mace Tower. His second attack is a magic spell that deals a huge amount of damage (like you saw on the video above - it onehits the heavy orc warrior)
The pala tower will soon be added to the beta branch and will likely be included in the next big update.
Besides the mentioned I have also worked on replacing some of the bought assets from the asset store. Therefore I asked Maxim Dobroshtan to paint a texture for me for the ugly upscaled skull from the human bonus level.
He agreed and I decided to completely redo the model. So, I have modeled this ugly demon skull:
Maxim then drew this texture on it:
After throwing it in unity I recognized that Maxim did a way to detailed job I use the legacy diffused shader in unity to mimic the mighty look of world of warcraft classic but Maxim added all the new great stuff like normal maps etc. so the skull looked very nice with great detail:
With the legacy shader lots detail got lost:
But I wanted that detail with the lightweight of the diffuse shader. So had the idea to bake the details from Maxims model to a new texture and trow that in unity.
This already looked good but I missed some details of the base texture. So I went to GIMP (yes I don’t have Photoshop lol) and combined the new texture with the base texture. This is the final result:
I think this looks very comparable to the high detail model and I think it matches the look of the game better. The best side effect is that the new texture has around 800kb compared to 4mb for the combined textures of the original one. This keeps the game light weight (I know it already is very big in terms of hard drive space, I will work on that too)
I hope this devlog was interesting for you. Please let me know if its to much techtalk or if you want to know more details about some topics.
Hello, everyone, During the last update a bug crept in which caused parts of the UI to not be displayed correctly. I fixed the bug today. Thank you for your understanding.
Hello, everyone,
During the last update a bug crept in which caused parts of the UI to not be displayed correctly.
Hey everyone, I have implemented most of the mentioned changes from the last two devlogs. Update 0.1.0 includes: - Bonus Level for Human Campaign - Redesign of the main level menus (funmaps and campaign) - New HUD - Minimap Bugfixes - Fixed a bug where units get stuck in Lvl 3 -
Hey everyone,
I have implemented most of the mentioned changes from the last two devlogs.
Update 0.1.0 includes: - Bonus Level for Human Campaign - Redesign of the main level menus (funmaps and campaign) - New HUD - Minimap
Bugfixes
- Fixed a bug where units get stuck in Lvl 3 - Fixed a bug where footman deals damage before animation
I hope you like the new version. Thanks for playing
Hello everybody, Welcome to CreepWars TD's second devlog. For the last four weeks I have been working intensively on the revision of the UI. I got active support from Maxim Dobroshtan . Together we developed several designs for the in-game HUD. Here the "old" status: At the last
Hello everybody,
Welcome to CreepWars TD's second devlog. For the last four weeks I have been working intensively on the revision of the UI.
I got active support from Maxim Dobroshtan. Together we developed several designs for the in-game HUD.
Here the "old" status:
At the last Devlog I showed you the first sketch for the new HUD:
Maxim then created the graphics in more detail and the result looked like this:
I really liked the buttons on this design. The background on the other hand had a relatively wide border that unnecessarily covered much of the field of view.
So I replaced the background graphic with a scaled button graphic:
At the same time, I came up with the idea of making the task panel translucent to not unnecessarily restrict the view as the panels already take up a large part of the screen.
After a short review we sketched this design:
We liked that so much that Maxim drew the graphics with a higher level of detail. The current ingame status now looks like this:
I am really satisfied with the result and I hope you like it too. I have now decided to shedule a small update which includes the new design. I will probably upload it on October 9th, 2021.
I hope this insight into the iterative development is not too theoretical for you (I therefore omitted many intermediate steps - we had experimented with other colors for example). But I've mainly been working on it for the past four weeks and I really wanted to show you the progress. Otherwise, I continued to work on the new levels and refined some post-processing effects. There will be more information about this in the next devlog.
Please feel free to post any feedback and bugs I really appreciate it. Devlog Discussion
Hi everyone, Welcome to the first devlog of CreepWarsTD. In the past I have only posted Devlogs on Twitter and Facebook but I figured that it would be much better to post them where you are ːsteamhappyː So for the "older devlogs" feel free to visit Twitter: or Facebook: It's been
Hi everyone,
Welcome to the first devlog of CreepWarsTD. In the past I have only posted Devlogs on Twitter and Facebook but I figured that it would be much better to post them where you are ːsteamhappyː So for the "older devlogs" feel free to visit Twitter: https://twitter.com/OrangeSceptical or Facebook: https://www.facebook.com/ScepticalOrange
It's been a while since the last update. Unfortunately I had some data loss. But I am back on track now. I have implemented a minimap in the lower right corner. You can click it to jump to every point on the map. It will be included in the next update.
I also decided to add another level to the human campaign. This level will also be included in the next update. Here is a little sneak peak:
The second campaign will include some indoor levels. For one of them I have designed a lava/fire area with a Lavaelemental.
https://youtu.be/XcqhUMrBAhg
I've been working on the HUD in the last weeks, but I'm not yet satisfied. Maybe it would be better to include the information from the center panel (it's the task panel where you upgrade/sell the tower) in the left panel? Any other suggestions?
Please feel free to post any feedback and bugs I really appreciate it. Devlog Discussion
The consistent and structured development of CreepWars TD started in January 2020. In 2019 I loosely programmed prototypes for different types of games following several tutorials. During this time I also started to mess around with asset packs from the unity3d asset store. While
The consistent and structured development of CreepWars TD started in January 2020. In 2019 I loosely programmed prototypes for different types of games following several tutorials. During this time I also started to mess around with asset packs from the unity3d asset store.
While at the university I really loved playing custom TD maps from Warcraft 3, so the idea of creating my own tower defense arose very fast.
Getting deeper into the development, I was not very pleased with the TD templates I found. But since on the other hand my skillset was not yet that advanced, I thought that it would be a good idea to start with a real time strategy (RTS) template, which offers much more functions and then modify it to a TD game. (Which in my mind is a similar approach like creating TD Mods for great titles like Warcraft 3 or Dota 2) This approach seemed to be very programming heavy but it would also give me insights of how to create an actual RTS game.
It took some time to develop my first thoughts into a solid concept. So it took till the Christmas holidays in 2019 till I decided to really build a game. I also wanted to release it on Steam in 2020 to push myself and thereby constantly having to improve my gamedev skills (including registering a business and all the other fun stuff). So I set the starting date at January 1st 2020.
With this decision being made in the first months I implemented all basic tower defense systems into the RTS-Engine I had chosen. The first target was to implement a modular wave spawner and the waypoint system. Both systems were heavily inspired by the TD-Series from “Brackeys” on Youtube.
But as I had the template on hands I surely tried to use as much of it as possible to save time. For example, I created a waypoint system which is based on the already existing pathfinding. With this systems ready, I started to work on a playable demo. I decided to use 3D models from the asset store as a starting point because otherwise the project would have gone beyond my skill level at that time. So I bought a generic TD-Character set and additionally some environmental models and built the first playable demo. The feedback I got from my friends who played the demo was good and I had a lot of suggested improvements to implement. You can check out this first demo here:
The style of the game was very cartoony and casual. This artstyle seemed sufficient but while thinking about the corner points of a good TD, I stumbled across the fact that my gameplay loop would consist a lot of observation time. This means the players would just watch the towers fight for probably 80% of the time. So I wanted to create a more immersive “nice to look at” scenery. To get inspiration I looked at my favorite mods and I also purchased some standalone TDs. For me the stylized look of Dota 2 and World of Warcraft appeared to be a good choice between a cartoony and realistic artstyle. So I searched the asset store for coherent 3D models to reskin the game. It took a while and I wasted some money but I finally got a set of assets to build an alpha version. By June 2020 I had it ready and showed it to the same friends as the previous version to get even more feedback. After implementing most of the suggestions and removing a ton of bugs I thought the project had progressed far enough to be considered an Early Access version for Steam. So I set the Early Access date for August 2020. During the preparation phase I worked gravely on removing all bugs and balancing creeps and towers. It went pretty smooth nevertheless I realized that I would need more dev time to get the game out in August. So I took vacation from my day job to be able to implement the scope I announced on Steam for the game. I had everything together in the last week of August but unfortunately I uploaded the wrong build to be checked by steam. It missed one level I had announced and so I did not pass the quality check by Steam. Launching in August was not any longer possible. So the release had to be postponed to September 2nd
Despite the fact that this caused some negative comments the general feedback was very good and the game sold much better than I had expected. Probably the game would have performed even better if it had been more polished but I was very happy with the outcome. Overall I sold over 100 copies of the game during the first two month. The feedback I have gotten helped me to constantly improve the game.
In October 2020 I started to replace/modify the bought assets. One big thing I wanted to change was to make the world more alive. So I thought about top down games with a memorable environment. The gorgeous scenery of Dota2 was the first thing that came to my mind so I logged in and played some rounds with my favorite hero. I realized that the trees made up a big portion of the map so I thought about how to recreate the look of the trees and their movement in unity. The outcome was satisfying so I decided to replace all trees. Unfortunately, I did not work properly with prefabs so a lot of the scenes had to be overworked. With this happening I decided to also align the terrain textures and overhaul the general look of the environment.
With this overhaul we reach the current state of the game – but surely not the finale one. I will post development updates here frequently.
Hi there, To make the scenery feel more alive I have created new tree models which are moving in the wind. I have decided to replace all the old tree models with those new ones so I went trough all existing levels replacing the trees. While doing so I also modified parts of the t
Hi there,
To make the scenery feel more alive I have created new tree models which are moving in the wind. I have decided to replace all the old tree models with those new ones so I went trough all existing levels replacing the trees. While doing so I also modified parts of the terrain and some props to slightly overhaul the whole look of the existing maps.
Before:
After:
I have also reached out to Maxim Dobroshtan, a 2d concept artist, to create the key art for the game.
So far he made the new Cover art for steam:
And the new logo:
Please let me know if you like the new style of the environment.
Hello there, With this update I added the last level of the human campaign. The high priest Locath finished his ritual and is now able to summon powerful allies. Additonaly I added an infobox with the armour type of the next wave. I also fixed the map "Circle Map" by adding a new
Hello there,
With this update I added the last level of the human campaign. The high priest Locath finished his ritual and is now able to summon powerful allies. Additonaly I added an infobox with the armour type of the next wave. I also fixed the map "Circle Map" by adding a new navigation system for creeps to prevent them from getting stuck.
Hello everybody, In this update you can play as the undead for the first time in the fun map "Halloween". These are part of the new campaigns that I am currently preparing. I would be happy if you extensively test the game mechanics of the undead and give me feedback. In addition
Hello everybody,
In this update you can play as the undead for the first time in the fun map "Halloween". These are part of the new campaigns that I am currently preparing. I would be happy if you extensively test the game mechanics of the undead and give me feedback.
In addition, the following changes have been implemented: - Tier 4 units: These units have an additional special attack - Damage over time attacks - Attack switch: The possibility to switch between primary and secondary attacks has been implemented - 13 new units, two new base towers - Halloween Fun Map
Thank you for playing! I look forward to further feedback.
Hello everybody, A bug crept in during the last update that resulted in no waves being spawned in the tutorial and main menu. I fixed the bug today. Thank you for your understanding.
Hello everybody,
A bug crept in during the last update that resulted in no waves being spawned in the tutorial and main menu.
Hello there, in Valfordia the famous "Octobeerfest" is currently taking place. Hordes of thirsty and excited creeps are entering the marquee in order to get a sip of the beer. WIth this fun map you will also get a first glimpse of an soon to be intruduced new faction. Additionall
Hello there, in Valfordia the famous "Octobeerfest" is currently taking place. Hordes of thirsty and excited creeps are entering the marquee in order to get a sip of the beer. WIth this fun map you will also get a first glimpse of an soon to be intruduced new faction.
Additionally following changes were implemented: - UI adjustement to different resolutions - more waves in the human campaign (lvl. 1-3) - fix of some grafic glitches - corretion of some typos - tooltip mage lvl. 3 damage value corrected - reselling value of the units adjusted
Thanks for playing! I am looking forward to more of your feedback.