Age of Defense - Jesse Kellor


We’re happy to announce that Age of Defense is taking part in Games From Russia 2025 — the largest online festival of Russian-speaking video games, happening on Steam from May 1 to May 9!

This unique event is the first and biggest online showcase dedicated to games created in Russia, the CIS, and by Russian-speaking developers worldwide. Expect game trailers, gameplay showcases, special offers, and plenty of exciting content from talented studios across the region and beyond.

Age of Defense is a strategy game where the fate of your tribe depends on the strength of your defenses. We’re proud to represent our project at a festival that highlights the best of Russian-speaking gamedev.

https://store.steampowered.com/app/603320/Age_of_Defense/

Defend your tribe — and support local games!
➡ May 1–9 — only on Steam!

https://store.steampowered.com/news/group/43785639/view/4490745531935490552
Age of Defense - Rurik


Hello guys,

We started working on this update back in November, but it's only now that we’re able to deliver it. During this time, we released around 13 new game builds and made over 300 changes to the game code. This update is equivalent to three regular updates combined and serves as the final update for Age of Defense.

First and foremost, we revamped the resource loading system, reducing the game's loading time from nearly 8 minutes to just 8 seconds.



Achivements rework.
We have been reported that sometimes Achievements are not scored even if they were completed in the game. So, we added extra saving scripts. We have tested. it works flawlessly now.

Also, It occured that some achiements work wrong, and some were to yough to get. We revised all of them. And we give 100% guarantee you can achieve all of them now.

Achievement Fixes & Improvements
  • Mission 14. Required damage reduced from 700,000 to 500,000.
  • Mission 3. Mode 2. Previously unachievable. Now requires completing the mission without using Spikes or Spear Defender Level #2.
  • Mission 7. Mode 2. Placing extra defenders no longer prevents the achievement from being awarded.
  • Mission 8. Mode 2. Achievement previously tracked total Hex count instead of currently hexed monsters. Now works properly.
  • Mission 9. Mode 2. Achievement tablet displayed an incorrect value (55). It now correctly shows 24.
  • Mission 10. Mode 2. Achievement did not fail under incorrect conditions. Fixed.
  • Mission 13. Mode 2. Achievement counter fixed.
  • Mission 1. Mode 3. Required placing no more than two Stonemen but failed when the second was placed. Bug fixed.
  • Mission 2. Mode 3. Placing extra defenders no longer prevents the achievement from being awarded.
  • Mission 4. Mode 3. The game did not indicate which achievement failed when defenders were placed. Now fixed.
  • Mission 7. Mode 3. Required Blood Golems reduced from 6 to 3.
  • Mission 8. Mode 3. Previously failed when the player placed Stonemen. Fixed.
  • Mission 10. Mode 3. Placing extra defenders no longer prevents the achievement from being awarded.
  • Mission 11. Mode 3. Achievement counter fixed.
  • Mission 12. Mode 3. Time limit increased from 26 minutes to 35 minutes.
  • Mission 14. Mode 3. Achievement progress bar previously only counted Plants. Now tracks all three required conditions.


Sounds Changes
We rushed the game's release and didn’t have time to include all the sounds, but now we’ve finally added them! All player spells now have sound effects, and we’ve introduced many system sounds, such as those for learning skills. We also added sounds for all bosses except the final one.

During testing, we discovered several sound-related issues—some were too loud, while others played even when the volume was set to 0%. We’ve fixed all of these problems, ensuring that the game now delivers the immersive sound atmosphere we originally envisioned. Enjoy the game!

Other sound fixes
  • Bitrate of all sounds has been increased.
  • Added victory and defeat jingles.
  • Fixed the loud sound of Blue Balloon enemies (World #2).
  • Added a relaxing ambient theme to the Pause menu.
  • Added sound effects for clicking on all buttons in the main menu. Hovering over a button now plays one of three random sounds.
  • Fear spell sound has been adjusted.
  • Added background sounds for Mission 12 and 14.
  • Added portal-related sounds for Mission 12.
  • Added Ambylocetus (giant shark in ice) related sounds for Mission 14.
  • Added a cool sound effect for learning a new skill in the skill tree.
  • Pre-placed objects from spells like spikes, barricades, and totems no longer play sounds at the start of the battle.
  • Fixed an annoying sound that played once when starting a new mission after finishing Mission 4.
  • Fixed a bug where almost no sounds played in the game. This was caused by the death sound of the Big Insect monster.
  • Some sounds were too loud and played even at 0% volume: Blood Golem (Voodoo Defender) spawn sound, Caviar explosion (Fish Defender), and Bird Boss Blaster hit. These have been fixed.
  • Removed a repetitive, annoying sound from Boss #4’s movement.
  • Ape projectiles now play only a single hit sound instead of multiple overlapping sounds.
  • Berserker’s Breach ability played a sound effect with every strike. Now it only plays when the effect's power changes.
  • The volume of the "jumping out of water" sound has been significantly reduced.
  • The regeneration sound in Mission 5 has been completely disabled.
  • Fixed a bug where clicking on an unavailable skill played the learning skill sound.
  • Lowered the damage sound of the Berserker.
  • Lowered the poison sound effect for the Snake.
  • The Sniper ability's targeting sound was played twice. Fixed.
  • Slightly increased the damage sound of the Voodoo Defender.
  • The scratching sound no longer plays when hovering over unavailable mission icons.
  • Fixed a bug where the scratching sound played endlessly after selecting another option in the help menu.
  • Removed excessive sound from the Colossus’ Gold ability, which added extra splash damage.
  • Music now resumes normally after a Boss Battle music track finishes.
  • The volume of the water splash sound (when enemies emerge from water) has been dramatically reduced.
  • Pre-placed Rage Totems in Mission 6 and Mode 3 no longer make sounds.
  • Removed an annoying sound that played when Boss #3 appeared on the field.
  • Added missing sounds for Boss #1.
  • Reduced the volume of the "stepping into oil" sound (Fish Keeper ability).
  • Fixed a bug in Mission 5 where an error message about the "Oh God of Water" music track could appear.
  • Fixed a bug where entering the Pause menu before a battle start could cause the pause ambient sound to persist into the battle.
  • Getting hit by a Spike Trap now plays a sound.


Game Balance Changes
During the final tests, we decided to replay the entire game from the beginning. Two of our game designers played through all three modes, allowing us to make small adjustments across nearly all 45 missions. As a result, the game now has a more balanced difficulty curve.

Other Gameplay Changes
  • The final skill upgrade for the Totem now works properly and correctly hexes monsters.
  • Mission 14 performance has been dramatically improved.
  • A 1-second delay has been added before monsters start damaging the big barricade.
  • The skill button now shakes slightly when there are available points.
  • A new visual effect has been added for the Dino Defender's Damage Aura bonus.
  • A special background effect has been added to the menu.
  • A command for resetting progress has been added.
  • New graphics have been added for the Bird Keeper’s Fly Egg ability.
  • Poison Explosion no longer affects air units.
  • A special command for unlocking the Skill Tree has been added.
  • A special command for recovering basic skills in the Skill Tree has been added.
  • Mission 11 has been made easier.
  • Mission 5 Mode 2 has been made easier.


Bug Fixes
Originally, we just wanted to polish the game a bit. However, after changing the preloader, a lot of hidden bugs appeared, leading us to put in a huge effort to fix them. Just take a look below at how much we’ve improved!

This is the final update for the game, but we will continue fixing important issues throughout the next month. So if you encounter a bug, please let us know!

  • All Spearmen now throw their spears at a more pleasant curve, making it look better.
  • Fixed a critical bug where pressing ESC in the pause menu could break the game.
  • Fixed a critical bug where enemies could become permanently stuck when Tall Bird or Tall Mutant monsters were present on the map.
  • Plants from air units could appear in unavailable zones and prevent the placement of defenders later.
  • Chevrons now work for defenders at Level 1 as well.
  • Fixed a bug where a Jerboa under the Fear effect could go underground and make an area unpassable.
  • Curse of Voodoo didn’t increase the damage bonus from Spike Traps and Boulder Launch.
  • Fixed a visual glitch where hit effects could remain on the screen.
  • Fixed a bug with an error window when the Beast created Poison plants.
  • Fixed a bug with an error window when Voodoo created Meat Golem.
  • Fixed a bug where an error window appeared in Mission 13 when using bonfires.
  • Added the missing blood map for Mission 4. Blood from enemies now leaves stains.
  • Fixed a bug in Mission 13 where Jerboa mobs could make the ground unpassable.
  • Moved the torchlights in Mission 10 at the central path from the left to the right (where enemies go).
  • Fixed a funny bug where Angry Totem increased the food count by 1 after upgrading the Keeper defender.
  • Fixed a bug where defenders did nothing for a short duration after using an ability/spell.
  • Fixed a bug with the Stone Barricade ability. It didn’t work if the last skill in the Stone Branch of the Skill Tree was learned.
  • Colossus’ ultimate ability no longer stuns air units.
  • Colossus’ ultimate ability no longer affects Bosses.
  • Fixed the bug where a player could unlock the Dino Keeper’s ultimate ability even if it wasn’t unlocked in the skill tree.
  • Fixed a bug with the Totem spell, where it played the animation for only 1 cycle.
  • Fixed a critical bug where the game could break if the player changed the music volume during the boss phase in the pause menu.
  • Fixed the bug where Poison Explosion from Ape Level 4 cost more than from Ape Level 3.
  • Fixed the bug with Battle Trance (Berserker Ability), where it didn’t work if another ability was learned.
  • Blood Golem sometimes didn’t attack nearby enemies and appeared visually off-center. This has been fixed.
  • Fixed the bug where the Rock Boulder (spell) skill upgrade, which places a stone barricade, gave 1 meat after expiration.
  • Fixed an important bug in Mission 14 Mode 3, where lives were lost when enemies reached the end of Path #1.

  • Fixed a bug with slow performance when the player changed sound/music volumes in the pause menu.
  • Fixed a bug where the new track didn’t start if the pause menu was opened during the pause.
  • Fixed the bug with the Ultrasound Bird Keeper’s ability.
  • Fixed a bug where Rex in Armor (miniboss of World #3) didn’t appear in the encyclopedia after the player encountered it in the game.
  • Made improvements to the animations of Boss #3.
  • Fixed a bug with Keeper Defenders where their animation worked incorrectly near other Defenders.
  • Removed the wrong frame from the appearing animation of Pink Creatures mob (Boss 1 Spawns).
  • Oil of Fish Defender looks more accurate now.
  • Fixed a bug with the Horse Rider mob, which didn’t release riders if it died from a spike trap.
  • Fixed a bug with Dino Keeper where the Dino looked in the wrong direction when it devoured an enemy.
  • Some fixes to skill descriptions in the Russian localization.
  • Fixed an error window when starting Mission 15 of Mode 3.
  • Fixed the bug where resetting the progress didn’t reset the encyclopedia.
  • Fixed visuals for the Target buff.
  • Removed a place in Mission 14 where the player could place a defender above obstacles.
  • Set the proper icon for Hexed mobs.
  • Set the proper icon for Boss #3 Altar.
  • Set the proper icon for the snowdrift in Mission 15.
  • Fixed the iced zone in Mission 11, which didn’t slow units.
  • Fixed the bug where Mutant Mammoth couldn’t be unlocked in the Encyclopedia.
  • Fixed the bug where the restart confirmation window could remain on the screen if the player pressed ESC.
  • Pre-placed Rage Totems in Mission 6 and Mode 3 no longer bug nearby defenders.
  • Fixed the bug where pressing ESC during a movie sequence brought the game to windowed mode.
  • Fixed the bug where, when losing/winning a mission while placing a Spike Trap, the effect could remain on the screen even after the battle.
  • Fixed a slight visual glitch where the button for placing defenders became transparent at the start of the mission.
  • Fixed a bug where the Curse effect could remain on the field if the unit was in the process of dying.
  • Fixed a bug where the Fear effect from Dino Keeper’s Ultimate ability affected bosses.
  • Fixed a bug with Big Mutant enemies that could cause an error window and break the game.
  • Fish Keepers now play animations.
  • Fixed a bug where Dino Keepers stopped playing animations after eating an enemy.
  • Fixed a bug where Yeti paratroopers recovered all health after landing.
  • Fixed a visual glitch where the UI monster boosted ally health by the health bar but didn’t react.


Thanks for playing our games
The development of Age of Defense was a REAL challenge for us. We’re incredibly happy that we were able to bring it to the finish line in such great condition. Now, we can focus on our future projects.
Stay with us,
Battlecruiser Games


Age of Defense - Jesse Kellor

Hey there, gamers! 🦙🍹

We’re thrilled to announce the latest addition to our lineup:
DREAMOUT – a wacky, hilarious, and totally unexpected adventure starring an alpaca with a taste for a good drink and even better chaos!



In DREAMOUT, you’ll step into the hooves of our quirky, cocktail-loving alpaca protagonist. From stumbling into wild escapades to solving bizarre problems, this game is packed with laugh-out-loud moments and crazy surprises.
Whether it’s outrunning trouble, making questionable decisions, or just vibing with the world’s weirdest situations, DREAMOUT promises an unforgettable, booze-fueled journey.

WISHLIST NOW!
PLAY THE DEMO!
https://store.steampowered.com/app/1820100/DREAMOUT/

So grab your drink (responsibly, of course 😉), gear up for the adventure of a lifetime, and let’s get this alpaca party started! Coming Soon!
Age of Defense - Jesse Kellor

Hello, dear players!

Age of Defense has its first chance to participate in the Steam Awards and your support will be everything here!

We, the development team of Age of Defense, poured immense effort and inspiration into creating a visual style that captures the essence of a prehistoric world. Our goal was simple: not just to depict the Stone Age but to bring it to life through a unique artistic approach.

Every element of the game, from handcrafted settlements to untamed landscapes, was created with love and attention to detail. We aimed to strike a balance between realism and stylization, ensuring the game remains both engaging and visually captivating.

We paid special attention to animations, color palettes, and textures to make players feel like they're truly part of the prehistoric era. We’re proud that our visual style not only delights the eye but also enhances immersion in the world of Age of Defense.

If our work has captured your heart, we’d be thrilled to see your support in the "Outstanding Visual Style" nomination!

If you haven't had a chance to try out the full game yet, this is a great opportunity to purchase Age of Defense at a 55% discount.

https://store.steampowered.com/app/603320/Age_of_Defense/

Thanks!
Age of Defense - Rurik


Hello there,

After a short break following the game’s release, we're excited to bring you the next update. We've received a lot of feedback, and we appreciate every bit of it—thank you!

One of the biggest additions in this update is the encyclopedia. It contains detailed information on all the enemies in the game. As you encounter new enemies, their icons will unlock in the encyclopedia, allowing you to access their stats and details. Take a look at the screenshot to see just how much content the game offers!

We've also added two new buttons for Game Difficulty and Game Mode. These let you view how enemies' stats change depending on the selected mode.

Enjoy the update, and keep the feedback coming!



We've also introduced a new button in the game, which works like a pause button, but instead of fully stopping the action, it slows the game speed to 0.1x. This gives you time to examine the stats of new monsters and plan your strategy. While in this slow-motion mode, building and casting are disabled to maintain balance.

We hope this feature enhances your gameplay experience!

Additionally, our artist has completed work on the remaining sounds. In the next update, we'll be adding these final sounds, including boss sounds, magic effects, and menu audio.

Enjoy, and stay tuned for more!



Bug Fixes
  • The issue with music cutting out endlessly should be resolved—at least we hope! If you encounter this bug again, please let us know.
  • Improved game performance on screens with resolutions other than 1920x1080.
  • For first-time players with non-HD screen resolutions, the game will now start in windowed mode by default.
  • The bug with the Giant's ability (Stone Barricade) not functioning properly should now be fixed.
  • The key combination for resetting progress should work correctly now.

Play with us,

Age of Defense - Rurik


Hello there,

This was a rough week. We have got a lot of reports about windowed mode. So, our programmer was worked on this task all week. There is it now. We made a resin window, you can choose any size you want. We hope it will provide better experience for players with screens with high resolution.

Let us know, if you meet any more issues.



Also, we added localisation system to the game and added 7 more languages. We were in hurry, so there could be mistakes. Let us know if you will find any incorrect translations.

Have a good game!



Play with us,

Age of Defense - Jesse Kellor


Greetings, everyone!

We bring truly amazing news - AGE OF DEFENSE has now left Early Access and is fully released!
We would like to thank everyone who accompanied us on our Early Access journey. It was a really long journey. We want to thank for your support and feedback that we've been able to bring you the full experience that Age of Defense has become.

To celebrate this joyous occasion, let's watch the new trailer we've prepared. Then, let's take a look into detail of what the full release is all about.



Changes of 1.14 Update
We have completely reworked the sound system in our game. Now, each monster has unique sounds for their abilities and death, unlike before when the same sounds were used for all monsters. This enhancement immerses players deeper into the prehistoric atmosphere of Age of Defense.

Our game features five worlds, each representing a different real era of Earth's history, accompanied by a unique soundtrack that matches its respective world. The UI is designed in the style of ancient carvings, further enhancing the experience of being an ancient human.

We hope these improvements provide you with a truly unique and immersive gaming experience. Have a great time playing!



Main Menu Enhancements:
  • Added "Start" label to the start button.
  • Swapped positions of the Game Difficulty button and the Skills button.
  • Introduced a cool visual effect in the background.
  • Removed the unused Old/New balance button.
Hotkeys and Controls:
  • Added hotkeys for game speed settings (Ctrl and Num 1, 2, 3) and starting a new wave (Space).
Defender Adjustments
  • Keeper defenders no longer apply buffs to other Keepers.
  • Increased the duration of Spike Traps and Barricades by 1.5 times.
Animation and Visual Improvements:
  • Updated animations for World #2 monsters (Shark, SlowFish, Pleozavr, Bug Boss Head, etc.) to correct frame issues.
  • Added new animations for the ability cast of Big Yeti Machine (World #5).
  • Enhanced the animation of tablets with text in battle to be less intrusive.
  • Added cast animation for Big Magic Dino with lizardmen riders (Mission 9).
  • Microbes affected by the Parasite ability now have a different walking animation.
  • Pink Minions (Boss #1) now have proper death and transformation animations.
  • Added new visual effects for the Yellow Plant buff (Mission 14) and the Spike Trap poison upgrade.
  • Improved the appearance of flying units from portals (Mission 11).
  • Significantly improved the walk animation for Bug Boss Head (World #2).
Gameplay Adjustments:
  • Hunter's passive ability now throws 2 spears every 5 seconds.
  • Increased the size of larger enemies, requiring more space.
  • Enemies reaching the end of the path now provide a meat benefit.
  • Increased the duration and cooldown of Keepers' Range buffs.
  • Easier to light bonfires in Mission 13.
  • Fish Tamer's Oil Fish ability no longer targets air units and includes several animation improvements.
  • The Ultimate ability of Colossus no longer affects air units.
Gameplay Adjustments:
  • Texts in the Skill menu appear much faster.
  • Resistances of monsters in the info menu change color if altered.
  • Text on the tablet in the Skill menu now appears in the center.
  • Added a confirmation window for the Restart button in the pause menu.
We hope these updates improve your gameplay experience. Let us know if you encounter any issues or have any feedback!



Bug Fixes
  • Fixed a visual bug where some effects could remain on the screen after an enemy's death.
  • Fixed a bug with the wave counter where clicking it multiple times added +2 to the count.
  • Fixed a critical bug where zombie horses left impassable areas after resurrection.
  • Fixed a bug that caused an error during the Boss Battle phase in Mission 3.
  • Fixed a critical bug in Mission 3 where Pink Boss Spawns left impassable areas after disappearing.
  • Fixed a critical bug in Mission 3, Mode 3 where the game crashed after the First Eye died.
  • Corrected sound/music volumes that worked incorrectly when starting a new mission.
  • Removed incorrect death animations for Dino Skeletons.
  • Fixed a critical issue in Mission 14 that prevented defenders from being upgraded.
  • Added proper animations to the Bird Tamer defender and removed a loud sound.
  • Corrected the ability description for JellyFish in World #1.
  • Updated graphics for Mammoths in the last wave of Mission 13.
  • Properly adjusted the point of ability shot for the Big Jellyfish.
  • Fixed a bug where the armadillo monster (World #5) turned back after its armor broke.
  • Fixed a bug where paratrooper yetis played the death animation after deployment.
  • Fixed a bug where paratrooper movement speed decreased at high gameplay speeds.
  • Relocated tutorial barricades in Mission 3 to prevent enemies from moving forward completely.
  • Properly adjusted effect sizes for different air units.
  • Ensured all animations for Mammoth Mutant (Mission 13) play correctly.
  • Fixed a bug where Mammoth Mutant left a Whirlwind effect on the path upon death.
  • Removed an excessive visual effect on the Berserker defender under the effect of the Focus ability.
  • Fixed a bug with Air Dinos (World #3) where they could deploy fish in the wrong place.
  • Matched the color of the resistance icon and its number in the info menu.
  • Fixed a bug where the Parasite monster (World #1) didn't apply its ability effect.
  • Fixed a bug in Mission 3, Mode 3 where some enemies could skip Big Barricades.
  • Fixed a bug where Mission 15, Mode 2 couldn't be completed.
  • Fixed a bug where Mission 9, Mode 2 didn't have a Start Wave button.
  • Added missing icon for Dino Skeletons in the info menu.
  • Added missing icons for Boss Pink Monsters in the info menu.
  • Prevented Wolf and Snake monsters (World #4) from turning around when using abilities.
  • Removed the black screen effect at the start of Missions 10 and 13.
  • Corrected the wave info about air units in Mission 12.
  • Improved the movement of Jumping Jellyfish (World #1).
  • Fixed a bug where the Blunt resistance area effect of Big GreenDino remained on the road after the unit's death.
  • Ensured the last skill in the Stone branch affects all towers in the Stoneman branch.
  • Added a proper icon for the Keeper Tower in the info menu.
  • Added sounds to the Redfish in the cutscene at the start of Mission 4 and fixed a bug where it activated the run ability immediately on Easy Game Difficulty.
  • Properly adjusted the learning skill animation in the skill menu.
  • Corrected the effect sizes for tall monsters (Worlds #4, 5).
  • Fixed the animation speed of the Torch in Mission 15.
  • Fixed an issue where the Hunter Tower Level 4 didn't show attack range under the Keeper's Range buff.
  • Ensured the death of Mutant Cocoon (World #5) no longer leaves blood spots on the screen.
  • Added a missing sound for upgrading the Spearman.
  • Fixed a bug where movie icons in the movie menu weren't shaking.
  • Fixed a critical bug with the Snake's ability (World #4) and the Keeper defender.
  • Fixed a bug where effects weren't showing on the Keeper Tower.
  • Corrected the requirements for the Scrooge Steam Achievement.
  • Ensured the Balloon mob (World #2) plays the proper death animation.
  • Fixed the Big Balloon mob (World #2) to play its full death animation and leave blood spots.
  • Corrected the transformation animation and meat reward for the Insect bug (World #2).
  • Ensured the death of Boss Bug Head (World #2) no longer leaves blood spots on the screen.
  • Adjusted the size of blood spots for Shark, Blue Evolution mob, BigFish, and Big Balloon mobs.
  • Fixed a bug where the Magic Beetle (World #2) didn't play the ability animation.


Age of Defense is now available with a 35% discount for the first week after launch.

https://store.steampowered.com/app/603320/Age_of_Defense/

Thank you very much for playing and if you like Age Of Defense, don't forget to leave a review here on Steam!

Play with us,

Age of Defense - Jesse Kellor


Hey, friends!

We are pleased to announce that we have completed the development of our game. We have found a publisher and are now ready for the full release!

We want to take this opportunity to thank you, our dear players, for your patience and support throughout this long development journey. Yeah, it was a really long process.

As a result, the full release will take place on July 29th. at 10:00 AM Pacific Daylight Time

A new version of the game will be available on release day. We will also provide a list of all the latest changes, a list that features more than 100 changes. We think you'll like it!

If you have never played Age of Defense.



To help you decide whether the game is right for you, we've prepared a special free version called Age of Defense: Prehistory.

It's kind of a mini TD game. It consists of only 3 missions, but they are completely different from the main game. You will have access to basic towers and spells from the main game, and even have a small boss fight at the end of the 3rd mission. You can also check the amazing soundtrack we made for the game. And even earn Steam achievements! We tried our best to make this little game as good as Age of Defense.

Age of Defense: Prehistory will be released simultaneously with the full launch of the main game on July 29th.

https://store.steampowered.com/app/3042480/Age_of_Defense_Prehistory/

Got any questions?

If you have questions, feel free to ask them in the Steam forum or join the publisher's
Discord community dedicated to the game.
Age of Defense - Rurik


Hello there,

In this update, we've added a lot of cool features and improvements:
  1. Sound System Rework: We've completely reworked the sound system and added ambient effects for all 15 maps. Each map now has unique ambient sounds to enhance immersion in the game universe.
  2. Music Adjustments: The music now starts when the first wave begins, instead of at the start of the mission. After a track ends, there will be a 1-2 minute pause before the next track starts. In our opinion, this creates a great atmosphere.
  3. New Logo: We've designed a new cool logo for the game.
We hope these changes enhance your gaming experience. Enjoy!



Another huge addition is the completely new sounds for all monsters. Adjusting them took a lot of time, and we've currently finished the work for monsters from Worlds 3 and 4. Each unit now has special sounds for its abilities, death, and unique roar sounds. For example, dinosaurs roar, birds scream, and beetles make quiet stomping noises. As more monsters appear, these roar sounds will occur more frequently, adding a new layer of immersion as new waves approach.

Additionally, we've changed the formula for sound and music volumes, making it easier to find the perfect balance.

We are still fine-tuning these adjustments, so if you find any sounds that are too loud or too quiet, please let us know.




Game Changes
  • Added extra cast animations for Snake, Red Horn Big, Jerboa, and Wolf monsters of World #4.
  • Increased the size of the following World #3 monsters: Armadillo, Tyrannosaurus (both versions), and Magic Dino Big (both versions).
    *]Increased the size of the following World #4 monsters: Bull, Tall Birds (both versions), Red Horn Big, Wolf, Big Lions.
  • Properly adjusted the cast animations of Snake and Red Horn Big. Added a red shield effect for Red Horn Big.
  • Added an Ice Underground form of Jerboa for World #5.
  • Reduced the size of the effects animation for Bird Boss.
  • Ice Shaman's passive slow aura now stacks with the usual slow effect.
  • Boss tracks now start playing more smoothly.
  • Lowered the base volume of music by 20%, providing a better balance with the volume for sounds and music.
  • Disabled all sounds for tower construction at the start of a new mission.
  • Fixed the volume slider so it no longer extends beyond the frame.
We're currently working on a three-mission prologue, which is set to be released in July. Stay tuned for more updates!



If you find any bugs - please report them in the forum.

Bug Fixes
  • Fixed a critical bug causing the game to crash when starting Mission 9.
  • Fixed a crash that occurred after restarting the game following the Dino Boss reaching the end of the road.
  • Fixed a critical bug where the Ape's gold ability (Poison Explosion) could render the path impassable.
  • Fixed an error window that appeared after upgrading the Keeper Tower.
  • Fixed a bug where the casts of the Reptiloid Shaman could cause other monsters to get stuck.
  • Boss tracks now play at the proper times for Boss #1 and Boss #5.
  • The Cocoon of the Air Mutant no longer blocks tower upgrades endlessly.
  • The Cocoon of the Air Mutant now correctly acts as a ground unit, allowing Stone Towers to hit it.
  • Fixed bugs where certain monsters did not have death animations, including Paratrooper Yeti, Big Magic Dino, Purple Mob (World 2), Birds of Carrier, and Red Bird of Bird Boss (World 4).
  • Fixed a bug where the game could get stuck due to the Healing Jumping Bird of World #3.
  • Fixed a visual bug with the Tyrannosaurus, which was missing one frame in its animation.
  • Fixed a bug with the dead animations of the Turtle (World 4) and tall Shell Mutant (World 5), which could sometimes cause the game to get stuck.
  • Improved the walk animation of the Big Magic Dino.
  • Fixed a visual bug where the Wave button appeared for 0.1 seconds after starting a new wave.
  • Fixed a bug where the Berserker's Battle Trance ability could drop the tower attack speed to 20%.
  • Fixed a bug where the pre-built Woman Tower couldn't be upgraded in Mission 8.
  • Corrected the text description for the Boulder Reduce Cooldown Skill.
  • Fixed an incorrect requirement for the achievement for the Challenge mode of Mission 1.
Play with us,
Age of Defense - Rurik


Hello there,

In the last update, we finally added the last game mission. Now, we can focus on improving game usability and adding the last missing features.

Many players have reported issues with the non-intuitive UI in the game. It seems that our original idea of having "no words in the game" is not working as intended. To address this feedback, we have decided to completely rework the text design.

Firstly, we have improved the way text appears in the game. Now, when a player points at any icon in the battle menu, the old mage appears and shows the text on the tablet. We believe this addition resolves the main issue of the game and also fits into the game's style.



We have made several changes to the game's interface. Firstly, we changed the main font and increased the font size for better readability.

Additionally, we added new parameters to the info menu, including different icons for resistances and vulnerabilities. A new icon for towers now indicates when a tower's effect is reduced by resistance.

Furthermore, we introduced a special icon for monsters to signify when they have an ability, along with text descriptions for all abilities. We believe these changes will provide players with better information during gameplay.

Finally, we added a new parameter to the Monster info called "Child Taken," which indicates how many lives the player loses when a monster reaches the end.




We also introduced a special icon for tower information. This icon lights up if a tower's abilities have durations that can be altered by Effect Resistance.

Adding text descriptions to all monsters was a challenging task, as it was not part of our original plan. Some monsters were created with a special list, while others were generated directly from the code. This was especially complex for unique bosses. However, we successfully completed this task after extensive testing and bug-fixing. Additionally, we implemented a system to streamline the translation process for other languages in the future.




Game Changes
  • Added visual effects for the Ice Spikes ability of the Ice Shaman, including a cast time before the spikes appear.
  • Implemented several fixes for the Poison Cloud ability of the Beast.
  • Renamed all towers to align with the game universe, now referred to as defenders.
  • Added titles for all abilities and spells for better clarity and immersion.

Now, we going to add graphics to the rest of defenders abilities. And we are working on adding sounds to whole game. All sounds are made. We just need to add it to the game.
The game is almost ready.



Bug Fixes
  • Fixed a critical bug where Blue Flying monsters incorrectly deducted lives when fear was applied to them.
  • Rectified an issue where Tall monsters with shield abilities were not properly utilizing this feature in Mission 3 and Mission 15.
  • Resolved a bug where pressing the right mouse button triggered the activation of a spell.
  • Adjusted the visual effects size for monsters with the small fly ability, ensuring accuracy.
  • Corrected the behavior of Mutant Cocoon, which erroneously behaved like an air unit, preventing stone towers from targeting it.
  • Updated certain texts in skill descriptions for clarity and accuracy.
  • Fixed an issue where the Woman Tower would inadvertently stun itself.
  • Addressed a bug where Bug monsters from the portal were missing their transformation ability.
Play with us,
...

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