Classic Tower Defense 2 — Update 1.1.0
This is our biggest update yet — a sweeping content and quality overhaul. Two brand-new maps join both game modes, the Campaign grows to a full ten missions with a new Profession system, dozens more modifiers land, and a complete in-game encyclopedia arrives. On top of that: selectable difficulty, rule-bending special waves, deep UI and quality-of-life work, and full localization across nine languages. Thank you for playing — here's everything that's new.
🗺️ New Maps & Levels
- New map — Silent Necropolis. A haunting night cemetery joins the game, with a winding gated route past chapels, crypts and grave plots under moonlight and drifting fog. Playable in Endless, and the grand finale of the Campaign.
- New map — Overgrown Sanctum. A lost jungle temple where enemies snake along a stone processional path past toppled colossi and ruined colonnades toward a towering hero pyramid. Playable in both Endless and the Campaign.
- Ten battlefields in Endless. Both new maps join the Endless roster, bringing it to ten maps in all — each with its own personal-best wave record.
- Whispering Fields, dressed up. The green meadow map gains new roadside scenery — a traveller's market, a well rest-stop, a haywain, a watchtower knoll and more — plus a richer bloom of flowers, clover and leafy groundcover across the meadow.
- Ashwind Expanse, reimagined. The desert map is now scattered with a sunken ruin and bones, a caravan camp, a dead grove, a nomad tent village and dry desert brush.
- The City Gates, brought to life. The city route now bustles with a well corner, tavern barrels, market stalls, benches, wagons and lampposts.
- Cleaner previews and lighting. Level-select preview images and in-map lighting were polished so scenes read clearly instead of appearing washed-out or too dark.
⚔️ Campaign Overhaul & Professions
- Pick a Profession before every run. Start each run by choosing a profession that shapes your opening hand of towers, grants signature blessings and adjusts your starting gold. Want the classic balanced loadout? Play the Adventurer.
- A starting hand, not a cage. Every profession can still reach the full nine-tower roster through unlocks over the course of a run — your profession only decides what you begin with, so no choice ever locks you out of a tower.
- The Warlord — physical warfare specialist. Opens with an Archer trio plus a Ballista and Cannon, and carries the Berserk and Physical Mastery blessings for a hard-hitting, weapons-first playstyle.
- The Elementalist — master of magic. Starts with one of each magic tower (Fire, Chaos, Ice, Storm and Resonance) and carries the Attunement and Arcane Mastery blessings for a spell-slinging run.
- The Merchant — economy powerhouse. Begins with one of every tower plus 100 extra starting gold and an Income blessing — a thin early army traded for the best economy on the board.
- Signature Mastery blessings. The Warlord and Elementalist each carry an exclusive Mastery that adds a final 10% damage boost when playing to their specialty, making dedicated builds reliably stronger without ever diluting your reward choices.
- Expanded 10-mission Campaign. The Campaign has grown to ten hand-crafted missions, each ending on a climactic boss wave — from The City Gates through the new midgame jungle temple, Overgrown Sanctum, all the way to the finale.
- A grand finale on Silent Necropolis. The Campaign now builds to a brand-new undead-themed showdown — the longest and toughest mission in the game, fielding the full late-game roster of enemies across a 20-wave defense.
- Know your enemy before you commit. Mission briefings now include an Enemy Forces section showing exactly which units and bosses can appear, so you can plan your loadout in advance.
- Redesigned finale celebration. Finishing the Campaign now plays a polished Curtain Call sequence with crossfading credit cards, a heartfelt thank-you, and quick buttons to jump into Endless or return to the menu.
- Cinematic results screen. Winning or losing now shows a full-screen results screen with a verdict banner, key run stats, your top tower and its contribution, and a wave-by-wave defense breakdown.
- Continue now advances correctly. After winning a mission, the Continue button properly carries you forward to the next one instead of dropping you back on the level you just beat.
✨ New Modifiers & Rewards
- Dozens of new modifiers to discover. A huge batch of blessings, curses and doctrines joins the reward pool across common, rare and legendary picks — army-wide free tower levels, boss-melting resistance breakers, kill-streak damage stacking, gold-boosting economy perks and more. There are now 72 run-changing modifiers to collect in all: 14 blessings, 18 curses, 27 doctrines, 10 tower boons and 3 uniques.
- Reward cards now have rarities. Every reward rolls a rarity — Common, Rare or Legendary — with distinctive card frames, and your odds of Rare and Legendary picks improve the deeper you go.
- Redesigned reward cards. The reward screen has a cleaner, sharper look with color-coded tier bands, tidy frames, orange hover highlights, and descriptions that always fit neatly inside the card.
- Adventurer explorer perks. The Adventurer's signature edge is choice: Explorer's Find adds an extra card to every reward panel, and Explorer's Rerolls make your first reroll each wave free — with a starting hand trimmed to a single Ice tower to balance the added flexibility.
- Unique blessings that stand out. One-of-a-kind profession blessings now shine with a distinct orange highlight in the modifiers panel and tooltips, so you can spot your signature powers at a glance.
- No more useless cards. The game no longer offers upgrade skills for towers you can't build in the current run, so every card you see is something you can actually use.
🎚️ Difficulty & Special Waves
- Choose your difficulty — Easy, Medium or Hard. Pick a difficulty on the run setup screen before any Campaign or Endless run. Medium plays exactly as the game always has; Easy softens the challenge; Hard turns up the pressure. Your choice sticks with the run.
- Easy mode, more room to breathe. Enemies are 20% weaker, you start with 150 base health, and you get 25% more starting gold — so you can settle in and learn without a run ending on one slip.
- Hard mode, a real test. Enemies are 25% stronger and your base starts at 70 health, pushing late waves into tougher territory while keeping openings fair.
- Difficulty on your run summary. The difficulty you played now appears on the end-of-run stats screen, so it's clear which challenge level a result was earned at.
- Per-difficulty Endless records. Endless now tracks your best wave separately for each difficulty — a punishing Hard run and a relaxed Easy run each keep their own record, and your existing records are preserved.
- Special waves shake up the fight. Some waves now arrive as themed special waves that bend the usual rules and reward different tower setups. They appear in both Campaign and Endless from wave 4 onward, and never two in a row.
- Elite Assault — fewer enemies, all elite. A smaller group where every enemy is a beefed-up elite with double health and a bigger payout. Punishing leaks matters more than raw firepower, and single-target hitters shine.
- Onslaught — enemies arrive in pulses. The same number of enemies, sent in tight bursts with short breathing gaps between. It stresses splash and burst damage while giving slow-firing towers a moment to reset.
- Swarm — a flood of weak enemies. Far more enemies, each much weaker, at double the spawn rate. Splash and chain towers feast, and surviving the flood pays out extra gold.
- Stampede — fast and fragile. Fragile enemies race along the route at 50% more speed, spending far less time in range — the moment for slowing towers and long-range coverage to prove their worth.
- See special waves coming. When a special wave is on the way, the incoming-wave panel calls it out and a brief on-screen announcement plays as it begins, so a rule-bending wave never catches you off guard.
📖 The Compendium (in-game encyclopedia)
- A new Compendium in the main menu. The enemy encyclopedia, tower codex and modifier gallery now live together under one tab, with a tidy internal tab bar to flip between them.
- Bestiary — know your enemies. Browse every creature you'll face, grouped by tier, with portraits, stats, resistances and flavor descriptions so you can plan before a wave arrives.
- Arsenal — study every tower. A full tower codex shows each tower's cost, damage, range, damage type, key strengths and its complete list of unlockable skills — 42 tower skills across the roster — so you can compare options at a glance.
- Modifier gallery. Read all 72 blessings, curses, doctrines, boons and uniques — each with its name, icon, description, and whether it's permanent or can stack.
🖥️ UI & Quality of Life
- Redesigned Endless and Campaign menus. Both screens now show map previews, level descriptions, your best recorded wave and a preview of the enemies you'll meet, plus clear markers for completed, current and locked missions.
- First-time field tips while you play. Short, friendly coaching pop-ups appear the first time you meet something new in battle — an elite or boss, your first hit to the base, a new damage type, a picked-up modifier — 16 in all, each with a quick tip and a pointer to read more. They now show once per run, and you can turn them off entirely in Settings.
- Rebuilt "How to Play" guide. The old Tutorial is now "How to Play," with a cleaner, easier-to-read look — bold keywords, highlighted terms and clearer headings. It now spans 23 topics, including previously undocumented systems like difficulty, special waves, defending your base, controls and how gold and income work, each opening with a matching icon or screenshot.
- Clearer, corrected guide text. Several How-to-Play pages had wording fixed for accuracy, including the correct sell-refund amount and damage types.
- Restyled pause menu. A fresh black-and-white look with orange accents — a highlighted edge, a divider under the title, and buttons that glow orange on hover — with no more flicker when it opens.
- Restart Run in campaign. The pause menu now offers a Restart Run option during Campaign play, letting you start your whole run over from the first mission while keeping your chosen profession and difficulty.
- How to Play from the pause menu. The old pause-menu Controls tab is now the full How to Play guide, so you can look up any mechanic without leaving your battle.
- Locked towers are clearer. Towers outside your run's starting hand now show a lock icon on their build card and read "Locked" in their details, instead of a confusing 0 / 0.
- Rebindable keyboard controls. A new key-remapping screen lets you rebind gameplay and camera keys, with per-binding and reset-all options and clear warnings when keys conflict.
- Responsive menu buttons with sound. Buttons across the redesigned menus, pause and end screens now clearly light up on hover and press and play click and hover sounds, so the UI feels responsive and consistent.
- Refreshed Settings and How to Play screens. Both were rebuilt in the game's clean black-and-white style with orange highlights for a more polished, readable look.
- Clearer settings with descriptions. Every option in the settings menu now shows a short one-line description beneath its label, so it's obvious what each setting does before you change it.
⚙️ Settings, Graphics & Controls
- Advanced graphics settings now work and save. Toggle VSync, cap your frame rate and adjust resolution scale — and your choices are remembered next time you play.
- New frame rate limit options. Choose a cap of 30, 60, 120 or 144, or set it to Unlimited to let your hardware run as fast as it can — the Unlimited option is no longer secretly capped.
- Working on-screen FPS counter. Turn on the FPS counter to see a live frame rate readout in the corner of the screen — it now displays properly in the released game.
- New Anti-Aliasing options. Pick how edges are smoothed, from off to higher-quality methods, to trade sharpness for performance.
- New lighting quality (Global Illumination) options. Enable richer, more realistic global illumination, or turn it off for extra performance.
- New reflections option. Choose your reflection quality, from off to screen-space to full realtime reflections.
- New image sharpening slider. Dial in exactly how crisp the image looks to match your taste and display.
- Graphics presets now adjust everything. The Low/Medium/High/Ultra presets now also set lighting, reflections, ambient occlusion and resolution scale together, so one click gives a complete, consistent look.
- General volume slider fixed. The General (master) volume slider now correctly scales all game audio; previously it had no effect.
- Right-click cancels tower placement again. Right-clicking reliably cancels placing a tower or aiming a skill — and you can rebind that cancel action to any key you prefer.
⚖️ Balance Changes
- Big modifier balance pass. Fifteen modifiers were retuned so more picks are genuinely worth taking — many weak options got stronger (crit damage, income, family curses, Cull the Weak, Cold Snap, Compound Interest, Ambush, Momentum, The Accountant and more) while a couple of overpowering ones (Trophy Hunter, Master Blueprints) were reined in.
- Campaign difficulty rebalanced. Early levels are no longer trivial and late-wave boss walls are no longer near-impossible: enemy resistances were smoothed so every tower can meaningfully hurt every boss, and enemy health scaling was raised across all ten campaign levels for a steadier ramp.
- Retuned campaign pacing. Several missions were tightened to end on a boss showdown instead of fizzling out on filler waves — the late missions are shorter but hit harder per wave, with difficulty ramping smoothly to the finale.
- Reroll cost now sticks for the whole run. Rerolling gets steadily more expensive as you use it, and that cost no longer resets between waves, so fishing the pool for a specific pick is a real, escalating decision.
- Reward panels reworked to three cards. The default reward now offers three cards, making card-widening perks feel more meaningful.
- The Gambler retuned. The Gambler now adds one extra card on top of your current hand — stacking with other card-widening perks rather than forcing a fixed count — while still removing the reroll button for the run.
- Special waves show up more often. After early feedback that they were too rare, their appearance rate was raised and every campaign level is now guaranteed at least one, so even shorter maps get a taste of the variety.
🌍 Localization
- Full translations in 8 more languages. The game is now fully playable in Ukrainian, Russian, German, Spanish, Portuguese, Polish, Simplified Chinese and French, alongside English — every menu, tooltip, tower, enemy, modifier and tutorial page translated and carefully reviewed for accuracy.
- No more overlapping text in menus. Longer translated words used to spill across neighbouring buttons and sliders; labels in the run setup, settings and campaign screens now grow, wrap or scroll so nothing overlaps, in any language.
🐛 Bug Fixes
- Fixed the Ogre Mage boss. The Ogre Mage now pays out a proper reward and deals damage in line with other bosses of its rank, instead of being a trivial, near-worthless encounter.
- Bounty Hunter now always pays out. Qualifying kills that previously gave zero gold in Campaign now always pay at least one extra gold.
- Damage no longer heals enemies. A rare case where a heavily-armored boss could actually be healed by certain attacks has been fixed — all damage now does at least nothing rather than restoring health.
- End-of-run stats now show damage per tower. Victory and defeat screens used to list every tower's damage as zero; damage totals per tower are now recorded correctly for the whole run.
- Endless Restart works correctly. Pressing Restart on the Endless win or lose screen used to jump you to the campaign credits by mistake — it now properly restarts the level you were playing.
- Pause menu no longer stacks up. Opening the pause menu twice in a row could leave two menus layered on top of each other; now only a single pause menu ever appears.
- HUD returns cleanly after rewards. The battle HUD now hides while you pick a between-wave reward and reappears when the next wave starts, so you can no longer accidentally click through the reward panel.
- Fixed duplicated on-screen panels. An old and a new copy of the modifiers and damage panels could appear at once; only one clean set now shows.
- Fixed a money exploit. A gold-generating skill could be stacked to spit out runaway income; its timing is now capped so the economy stays fair.
- Enemies reaching the end always cost a life. Fixed a rare timing issue where an enemy finishing the route could vanish without draining base health or getting cleaned up, which could stall a wave.
- Corrected 'Ballista' spelling. The Ballista tower and its related text were previously misspelled "Balista"; the name now reads correctly.
- Settings and How-to-Play tabs work in the full build. Fixed a packaging issue that left these tabs empty in the installed game even though they worked in testing.
- All professions appear in the installed game. The Run Setup screen previously showed only one profession in the packaged build; every profession now appears as intended.
- Every campaign map loads in the installed game. Fixed newer maps — including Silent Necropolis and Overgrown Sanctum — whose cards appeared but failed to load when selected.
- Lighting looks correct across all maps. Resolved an issue that made some maps appear washed-out white or far too dark; every level now renders with its intended lighting and shadows.
- Reliable packaging and shipping. Fixed crashes and errors when building the game for release, including one map that would fail to process. Full and demo builds now produce cleanly.
Thank you for playing Classic Tower Defense 2 — this update is the biggest step forward the game has taken, and so much of it grew directly out of your feedback. Jump in, try out a new profession, chase a Legendary reward, and let us know what you think. See you on the battlefield!
