As we gear up for the launch of [b]Trolls vs Vikings Reborn[/b], I wanted to highlight some of the [b]many changes[/b] we’ve made. A lot of thought and work has gone into this game, so let’s dive into some of the updates!
[h3][b]Speed-Up Button – A Game Changer[/b][/h3]
The [b]speed-up button[/b] is a no-brainer for player satisfaction. It [b]doubles the game speed[/b] with a single tap, making it easier to blast through early waves or grind easier levels. We experimented with multi-step speeds, but found a [b]simple on/off toggle[/b] worked best. Cranking up the difficulty on double speed? That’s a challenge in itself.
While this might seem like an easy feature to add, the original code structure made it surprisingly [b]complex[/b]. Many of the [b]UI elements, animations, and spawn rates[/b] were tied to specific game beats, meaning we had to do some heavy restructuring. [b]Fingar[/b], our coding wizard, initially hit a wall and summed it up perfectly: [i]“uff, that is much harder than it sounds.”[/i] But after some deep diving into the codebase, he cracked the problem.
Personally, I mostly use the speed-up button for [b]early-game setups[/b]—establishing my economy and defenses—or in moments where I know I’ll win and just want to move on. [b](Side note: I’ve tried beating every level on double speed as a personal challenge, but some of the Brutal levels are still getting the better of me. One day!)[/b]
[h3][b]Buster – From Walking to Jumping[/b][/h3]
Let’s talk about [b]Buster[/b], leader of the [b]Troll Liberation Front[/b]. In the original game, he walked from tile to tile. That was a cool mechanic—[b]a movable troll unit in a tower defense game was pretty unique[/b]. But over time, I felt like he was [b]a bit slow and clunky[/b].
For [b]Reborn[/b], we changed his animations, adjusted his design, and most importantly—[b]made him jump instead of walk[/b]. This alone [b]massively improves his responsiveness and battlefield mobility[/b]. But, of course, implementing it wasn’t that simple. Since [b]Trolls vs Vikings[/b] is [b]precise about damage calculations[/b] (when attacks hit, where they land, and how units interact), we had to solve a ton of edge cases. For example: [i]What happens if a Viking swings at Buster, but he jumps away at the last second? Should that count as a hit or a near miss?[/i] We ultimately decided that his [b]damage and HP stay the same[/b], but his improved movement makes him [b]a stronger tactical unit[/b], especially in the [b]early game[/b].
[previewyoutube=mLkRhl0X-4w;full][/previewyoutube]
[h3][b]Buster – A Trickster’s Best Friend[/b][/h3]
One thing we realized with Buster’s new jumping ability is that he can be used to [b]bait and manipulate enemy behavior[/b]. This is where things get really fun.
For example, the [b]Archer Vikings[/b], one of the [b]nastiest enemies[/b] in the game, are lethal from a distance. But—if Buster jumps right in front of them, they instantly swap to melee combat instead. No arrows to dodge, no relentless ranged pressure. Just a good old-fashioned brawl where Buster actually stands a chance.
And then there’s the [b]Stilt Vikings[/b]—those guys who tower over the battlefield, making them a real pain to deal with. With his jump, Buster can [b]force them to stumble and fall off their stilts[/b]. Watching a Stilt Viking go from towering menace to scrambling on the ground? [i]Chef’s kiss.[/i]
[h3][b]Tactical Depth – Buster & The Dwarf Duo[/b][/h3]
I’ve added a short [b]video clip[/b] from one of our new [b]special missions[/b], where [b]Buster and the Dwarf[/b] work together. [b]Buster acts as a frontline tank (since he can heal), while the Dwarf deals heavy damage from behind.[/b] The Dwarf’s [b]chain attack[/b] has just enough range to stay out of reach of enemy spears, and—[b]pro tip[/b]—the closer he is, the faster he attacks since the chain has less distance to travel.
This setup creates a [b]powerful but high-maintenance duo[/b]. Moving them dynamically across the board makes them lethal, but it also demands [b]constant attention[/b]. If you like an [b]active, strategic playstyle[/b], this is for you!
[h3][b]The Chess Connection[/b][/h3]
I’m a [b]hardcore chess player[/b]. I’ve played daily since I was six, competed at some point, and even worked on a [b]chess game at Funcom[/b]. That mindset bleeds into [b]Trolls vs Vikings[/b]—the board is [b]an active battlefield, not a static defense line[/b].
Buster, in particular, [b]plays like a Knight or a Bishop[/b]—quick, dynamic, and capable of changing the game if used correctly. But like in chess, a [b]misplayed piece can become dead weight[/b]. If you throw Buster into the wrong fight, he’ll get crushed. If you [b]position him smartly[/b], he can [b]swing an entire battle in your favor[/b].
[b]Reading the Battlefield – The Damage Face[/b]
[b]Trolls vs Vikings[/b] is often [b]pure chaos[/b], with battles raging across the board. That’s why [b]Mikael Noguchi[/b], our [b]art director[/b], put extra effort into [b]facial expressions[/b]. [b]When Buster starts looking beat up, that’s your cue to pull him back and let him recover—if you can![/b]That’s all for this update!
What do you think? Is there anything you’d like to hear more about in future updates? Drop a comment, and we’ll try to cover it!
[b]All the best,[/b]
Jørgen Tharaldsen
[b]Game Director[/b]
[b]Trolls vs Vikings Reborn[/b]