New Update. Version 1.06 is here now!

Age of Defense

Age of Defense is a tower defense game full of mind-blowing mayhem. There are tons of monsters and tough defenders in the game each of which fits perfectly into a funny cartoonish setting.

[img]{STEAM_CLAN_IMAGE}/27993120/320e8da76b1f502833344c3d0b6986c2dc372959.jpg[/img] Hello there, The designer and programmer have dedicated significant time to working on the final game boss. It is a technically complex endeavor, and our artist has contributed numerous impressive boss animations and side animations. The effort has been focused on ensuring everything functions seamlessly. Given the boss's substantial size, the animations are extensive, impacting the frames per second (fps), which led to optimization efforts. The boss itself encompasses three distinct phases. Each phase alters the map layout, introduces new features, removes others, and includes various details crucial for story comprehension. As an example, in the beginning of phase 3, the boss releases the old mage and the boy, allowing them to walk on the road like regular mobs. Players can witness these characters in in-game movies. After resolving all issues, it appears the boss is nearly ready. We've implemented our ideas with temporary animations, significantly improving the functionality of the boss battle. Our artist is currently working on the final animations, which will be incorporated in a future update. This marks the completion of all content in the game, allowing us to shift our focus to polishing the overall gaming experience. [img]http://battlecruiser.ru/wstd/AoD/106_1.gif[/img] [h3]Changes of Boss 5[/h3] [list] [*]Added new animations for the start of Phase 2 and Phase 3 in the Boss Battle. [*]Introduced the old mage and the boy as mobs that run to the exit at the beginning of Phase 3. [*]Improved the smoothness of the Boss Tongue movement in Phase 3. [*]The Boss Tongue in Phase 3 no longer shakes. [*]Implemented a special animation for summoning mobs in Phase 3. [*]Provided immunity to all effects for the Boss Tongue part. [*]Introduced a starting cooldown for the Boss in Phase 3. Previously, all cooldowns were used upon appearance. [*]Added an appearing animation for the mouth-portal. [*]Included a new animation for summoning mobs in Phase 2. [/list] [h3]New mission.[/h3] In Mission 11 of Mode #3, we've introduced a humorous twist. Enemies exclusively emerge from the central portals, circling around before making a dash for the exit after completing two full laps. The catch? Enemies appear continuously, leading to a growing number of foes in the center with each passing second. Players must eliminate them before the circle becomes too crowded, risking the escape of swift enemies. This mission promises a unique and entertaining challenge, reminiscent of custom maps from Warcraft III. As an added difficulty, players are limited to using fewer than four stone towers, particularly effective against groups. Brace yourself for a tough challenge! Exciting news on the audio front: the game's soundtrack is now complete, ready to be introduced in the upcoming update. As a sneak peek, we're sharing another track with you. P.S. In response to player feedback, we've adjusted Mission 7 in Mode #2, making it more approachable for everyone. We hope you enjoy the changes! [previewyoutube=lVbt9q3VtE0;full][/previewyoutube] [h3]Bug Fixes[/h3] [list] [*]Fixed a missing animation for inactive Bonfire in Mission #13. [*]Addressed a bug in Mission #12 where teleportation stones activated prematurely. [*]Visual enhancements for the portal stone portal animation in Mission #12. [*]Fixed a bug where the Horse mob continued walking if it died near barricades. [*]Addressed an issue where the Horse could break if stunned during transformation. [*]Fixed the Target ability of the Sniper, correcting an unintended range bonus. [*]Resolved a bug where a warrior on Ambulocetus wasn't removed from the screen after leaving the mission. [*]Fixed a scenario where the New Tower Menu appeared beyond the in-game movie. [*]Corrected an issue in various missions of Mode 2 and Mode 3 where Tall Bird started moving in large circles. [*]Fixed a bug where some monsters disappeared after entering the Boss portal. [*]Addressed an issue where the level sometimes didn't finish after killing the boss. [*]Fixed a bug where Boss' summoning mob could appear far behind. [*]Resolved a bug where monsters from the portal appeared far from the designated point. [*]Fixed a scenario where units could walk inside the Boss's body during Phase #3. [*]Addressed a bug where the Boss battle could start one wave earlier. [/list] [h2]Play with us,[/h2] [img]{STEAM_CLAN_IMAGE}/27993120/3c473531cb49fec46217dbbadab9867257e5a15e.jpg[/img]