X-Morph: Defense - voidreaver

Hello everyone!

It’s been quite a while since we shared the last piece of information about the X-Morph: Defense port for Nintendo Switch. We have an excuse for that, and it’s a good one - the game is almost ready! We spent the last couple of weeks working really hard to make the gaming experience on the Switch as smooth as possible. It has been an exciting process and we have also learned a lot from it. What follows is quite a detailed description of what’s been going on (there’s also a TL;DR version, just scroll down).


We made sure to transfer the whole X-Morph: Defense experience to the Nintendo Switch.

At first, we did not plan to develop X-Morph: Defense for the Nintendo Switch. Even though many people have been asking for it we just kept saying no. We were aware that porting the game to the Nintendo Switch would prove to be a challenge. Packing so much content and keeping the quality consistently high on mobile hardware is no easy feat. All the requests from players have stayed in the back of our minds and we finally decided to give it a try. So, in a sense, you have made it happen.


During the campaign, you will see all the levels, weapons and enemies known from the other versions.

X-Morph: Defense is quite a demanding game even for the latest consoles. The amount of visual effects and physics calculations keeps all the processing cores saturated with work at 100% most of the time. Nintendo Switch is a significantly less powerful device due to its portable nature. It meant we had to optimize many elements while keeping the experience largely unchanged. Therefore, we set some goals for ourselves. Stable performance, no gameplay changes, the same level of destruction, in both docked and handheld modes.


The new towers are available with the base game at launch.

Stable performance was the first one. Our aim was to achieve 30 frames per second both in handheld and docked mode. After we got the game up and running we began performance profiling to find problematic parts of the game. Through trial and error, we arrived at a stable 30FPS in 720p in handheld mode, without the visuals taking a big hit. Sure, we had to cut some props here and there and reduce some particle effects, but the game looks and plays great in handheld mode.


Our team has pushed the Switch hardware to its limits, EXOR never gives up on explosions!

As for the docked mode, we tried 1080p at first. An important fact here is that in 1080p the device has to render over twice as many pixels as in 720p. Unfortunately, the Switch does not become twice as fast in docked mode and the performance wasn’t satisfactory. Cutting objects from the game was out of the question since we didn’t want the handheld version to suffer. Therefore, we decided to reduce the resolution to 900p. Unfortunately, that wasn’t enough, so we also reduced the size of the post-processing buffer responsible for HDR bloom. The difference in rendering quality is negligible, but it gave us an extra 2-millisecond boost in frame rendering time that allowed us to equalize the handheld and docked performance.


The gameplay is dynamic and responsive, as you have to constantly adapt to the types of enemies attacking your core.

The gameplay itself is exactly what you saw in other versions of X-Morph: Defense. The number of enemies has not been reduced, all the missions are the same and all the levels play out exactly as you would expect them to. We had to reduce the amount of debris left by the enemies, but we compensate for that with added score multipliers, counting both for the resource gathering and the final score. Some maps have undergone cosmetic changes to reduce the strain on the hardware, but these changes have no effect on the gameplay.


The destructible environment has always been one of the biggest advantages of the game. Keeping this feature and maintaining performance required some clever trickery.

The destructible environment was a big challenge. Buildings consisting of physical chunks require the device to render a huge amount of polygons and it was too much for Nintendo’s handheld. To combat that, we made custom, static versions of all physically simulated destructible objects in the game, which we swap for the dynamic versions once they are damaged. This saves up performance when it comes to the polygon count, but costs 90MB of system memory in our case. It is a lot. Nintendo Switch has a lot less memory on board than the PS4 or Xbox One. Just to get the game running we had to reduce memory usage by about 30%. Code optimization, texture size reduction, and sound compression got us there, but it was not a cakewalk. Memory fragmentation was one of the greatest issues, causing crashes and rendering the game unplayable. We fixed the stability by allocating static memory pools for the game components, such as sounds, particles, GUI, videos and save files. We eventually managed to stick to the limits.


Even though we had to cut down on some visual effects, the game still looks gorgeous.

The only gameplay feature we had to cut is the co-op mode. Our split-screen mode requires the device to render almost twice as many elements as in the single-player mode. It doesn’t mean that all calculations are done twice - the physics, AI, or pathfinding require only a single operation. Our experience from working with other platforms shows that split-screen requires about 30% more processing power. Such a number exists under the assumption that we have some spare CPU cores and we can use them to parallelize some calculations. We do not have this luxury on the Switch - we use 100% of resources at all times. It means we would have to cut down on some features and do a lot of extra work. This is why we decided to leave the split-screen out from the game for now. We do not rule it out in the future, but can’t promise anything at this point.


The red-hot rivers of lava on Iceland are one of the most eye-catching features in X-Morph: Defense.

We know that download sizes are a big concern in the Switch community. Through numerous optimizations, we have reduced the package size from over 4GB to just a little bit over 1.6GB. Among other things, we have used OGG Vorbis compression on our audio files and removed the 4K-ready textures, as they would never be utilized anyway. Moreover, this is the first release of the game on the Switch, meaning we do not need to keep older versions of the maps just to keep save files compatible. This way you will be able to have X-Morph: Defense installed alongside other games, without worrying about the free space on your device.


The boss fights remain as epic as ever.

X-Morph: Defense will be available together with all the updates that were previously released on other platforms. It means that you will be able to enjoy the survival mode, additional tower types and all the little changes that happened over the course of the game’s lifetime. All the pieces of premium DLC will be available for purchase day one. We also do not raise the cost of the game - it will be around the $20 price point, with currency-specific adjustments.


Tricking your enemies into taking a suboptimal route is very important. The control scheme remained unchanged, so you have perfect control over the battlefield.

Last, but not the least important is the release date. We wanted the game to be released before the end of 2018. The reality has verified our plans, but the delay is not that big. X-Morph: defense will become available on Nintendo eShop in very early 2019. We are also looking into releasing a physical edition of the game - we will share more info about this as soon as everything is 100% confirmed.

And finally - TL;DR:
  • Very early 2019.
  • The base game has all the free updates that were previously released on other platforms.
  • All DLC available for purchase at launch.
  • 720p/30FPS handheld, 900p/30FPS docked.
  • All gameplay features including fully destructible environments and building physics remain except split-screen co-op.
  • 1.6GB install size.
  • $20 price point with currency-specific adjustments (check Steam pricing for reference).
  • No gameplay changes.
  • Digital download from Nintendo eShop.
  • We’re looking into physical release options.

Developing the Nintendo Switch version has been a challenge, pointing out problems we did not know about and allowing us to optimize the game beyond what we imagined. All the optimizations will also find their way onto other platforms with future patches. This way our fans can enjoy improved performance on all devices. We hope you’ll have as much fun playing it as we had working on it.

Let us know if you have any further questions!
EXOR Studios

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X-Morph: Defense - voidreaver


Long time no see!

First of all, we would like to apologize for being so quiet here lately. We’ve had our hands full working on the Nintendo Switch version and the recently released mouse and keyboard support patch for Xbox One. We aren’t the only ones who have been at work, however! One of our community members, Makichika, known here as Daisy 023 created an awesome map we would like to showcase today.



The map is called Oasis and it’s Makichika’s first one ever. And, oh boy, what a first map it is! The setting enchanted us with all the little details spread around the city. Just to give an example - there are emergency team cars standing beside the buildings on fire. It’s minute, but evokes the feeling of invading a city that is actually inhabited!



When it comes to gameplay we have to give you a word of warning. Oasis is really hard. The number of enemy units, especially the air support is through the roof. You can easily control the ground units with proper mazing and most of them can be forced to take a single path, but you’re going to have a lot of things to take care of. We recommend starting on easy and then working your way up, once you’ve got a grip on the specific waves’ power levels.



Once you jump the hurdle of 1000 (sic!) jet fighters you are going to be rewarded with something we have not seen before on a custom map - dialog lines and cutscenes implemented from the original campaign, Makichika has chosen the elements which fit the narrative of the Oasis and added them to the level. It’s another small thing that just adds to the awesomeness, You will also encounter Manticores and Tortugas, the enemies from the latest DLC (even if you don’t have the DLC)!



There is one small bug you have to look out for - there is an armored door to the south of the core. It is supposed to be destroyed in the bomber cutscene, but sometimes it does not happen. It can lead to some errors, but it’s resolved by simply bombing the door. We know it’s going to be fixed soon, though! Makichika is also working on more custom maps, so we’re very excited to see what’s next.



When Pacanus saw me playing the map he just said “What pretty chaos!”. Do you have what it takes to survive this madness? Find out today, download the map from the Steam Workshop!

https://steamcommunity.com/sharedfiles/filedetails/?id=1559327901

Have a good one,
EXOR Studios

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X-Morph: Defense - voidreaver

Hello!

We are back from PGA 2018. We had a lot of fun, met lots of amazing people and learned a lot from our fellow indie exhibitors. Shows like these are draining physically, but we always come back with our heads full of ideas and invaluable knowledge.



As we continue our efforts with the Nintendo Switch version of X-Morph: Defense we stumbled upon a stash of old versions of the X-Morph core. Like almost everything in the game, this structure went through multiple iterations and changes in style. We made a short video presenting the various stages of the core’s development.

https://youtu.be/Gb0_zp3KycI

As you can tell, initially we wanted the core to look entirely different. At first, it was supposed to be consistent with the fleshmachine design, just like our towers and the fighter. With the introduction of the new, energy-based style, we began the search for the design that satisfied us. It was a long road.

The whole history of the core design is an interesting one, so we will write a more extensive piece about it. Stay tuned!

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X-Morph: Defense - voidreaver

Hello again!

The dust has settled after the Last Bastion DLC release. The X-Morph storyline is complete, and the humans have been almost completely wiped out. It is not the end of the road for the game, though! The community maps section of the Steam Workshop is home to many interesting and inspiring levels. Today we will take a look at one of them - Mirkwood.



The X-Morph core lands in the middle of a dense forest situated in between hillsides and a couple of small villages. A calm river to the south and vivid green of the vegetation in the north give the whole area a very peaceful atmosphere. However, where the X-Morph land, the army follows.



The first couple of waves are not particularly threatening. Some Humvees, Buggies and a sprinkle of Bulldog tanks are nothing that a skilled pilot can’t handle. Further into the level, the serene atmosphere dissipates, as the humans roll out their heavy hitters. There is even a full-on carpet bombing in one of the waves, razing all of the cottages into the ground. Even though the tempo increases over time, the level doesn’t feel imbalanced at any point. The player is given enough resources to build up a defensive network.



All the cottages, rocks and dense vegetation give the X-Morph the opportunity to create intricate mazes for the humans. The ground units should not stand in your way in Mirkwood, however, due to the difficult terrain, you can expect a lot of aircraft to join the fray.



If you are looking for a well-balanced mission with a lot of possible defensive configurations to choose from, Mirkwood is definitely one of the community maps you should give a shot. If you are an aspiring map builder - check out the wave configuration and attack paths for airborne units. All players can learn a lot from this one.

Have fun playing Mirkwood!
EXOR Studios

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X-Morph: Defense - voidreaver

Today’s culprit intro sequence.

Hello and welcome to another installment of our series! It’s been a while since we presented the last part to you, but we’ve had a lot of work in the meantime. We attended Gamescom 2018, where we had the opportunity to meet some of you and we’ve been working on the recently announced Nintendo Switch port of X-Morph: Defense! We are back on track though, aiming to deliver articles on all of our boss designs. Let’s take a look at one of the most complex designs we had, the KM-2 REDWING ekranoplan.

A COLD WAR RELIC


KM2- REDWING model in-game. The screenshot comes from an early prototype, hence the shadow quality.

First, a little bit of history. An ekranoplan [https://en.wikipedia.org/wiki/Ground-effect_vehicle] is a machine that’s something between a plane and a ship. It uses the ground effect [https://en.wikipedia.org/wiki/Ground_effect_(aerodynamics)] to generate enough drag to lift off from the ground, or from the water surface, to be precise. Machines like these were supposed to revolutionize water cargo, by combining the speed of a plane with the capacity of huge container ships. Since research on ekranoplans was done mostly in the Soviet Union during the cold war, being undetectable by radar and immune to most navy weapons were additional advantages. The KM ekranoplan [https://en.wikipedia.org/wiki/Caspian_Sea_Monster] was a top secret project. Several iterations were made, more or less weaponized, but none reached the stage of mass production and the project was discontinued.


The boss is able to drop multiple ground units to the battlefield. The cargo nature of its protoplasts shows.

In our version of reality, however, the research did not stop and the X-Morph attack pushed humans to deploy their newest gunship to the battlefield. The KM-2 REDWING ekranoplan is a spiritual successor to the earliest KM model, dubbed the ‘Caspian Sea Monster’. It is powered by multiple jet engines, which generate thrust and exhaust the air under the wings, generating the massive lift force required to carry this giant war machine. Equipped with lasers, rocket launchers, and anti-aircraft weapons it is the boss enemy of the Russia stage in X-Morph: Defense.

BOSS FIGHT DESIGN


Hitbox map of the boss. There were a lot of active parts at first. Later revisions reduced their numbers quite a bit.

Now that you have a general idea about the ekranoplan, let’s talk about what we wanted the fight to look like. The model is quite complicated, representing all the different systems the boss is equipped with. The player may choose what kind of approach they would like to take to fighting the boss - destroying the wings, engines or weapon systems are all viable strategies. We wanted all of those to lead to different outcomes, but more on that later. The fight itself would take place on a map that’s situated near a harbor. This decision was made both to emphasize the naval capabilities of the KM-2 and to give us possibilities of incorporating ground units into this fight.


The boss can fire multiple kinds of missiles at the core, each with a bit different characteristics.

Even though all of the above is still true, a round of testing has shown an issue with our design. The number of hitboxes on the ship was much too high. This caused the fight to go on for a very long time if the player did not focus on dealing with the gunship. Since there were many distractions, such as the ground units dropped from the ekranoplan, or missiles fired at the core, the players felt threatened by too many things at once and often did not manage to get a decent hit on the boss. Thus, the number of hitboxes and distractors was severely reduced, leading to a more fun player experience overall.


The level design did not change much. Flight patterns have been reworked, other than that, we managed to stick to our early design.


https://steamcommunity.com/games/408410/announcements/detail/3395033269048008525
Similarly to the bomber concept that we presented to you earlier, the boss would follow predefined flight patterns. At first quite far from the X-Morph harvester core, but getting closer as the fight progressed. In X-Morph: Defense we give the player perfect information about the wave they are about to face off against. It means we show all the possible attack paths, enemy numbers, spawn points etc. The first playable version of this boss fight, however, had so many possible paths that the ‘perfect information’ we wanted the players to have turned the screen into complete chaos. It was also around the time when we invited several people from outside the studio to help us test some ideas and all of them were confused upon seeing this. That is why we decided to limit the number of possible attack angles.

WEAPON SYSTEMS


Artillery barrage is one of the toughest attacks the boss has to offer. Without anti-air defenses, it is really difficult to counteract.

We decided to use a mixture of direct and indirect attacks against the core, each telegraphed to the player by a dialogue line. One of the marquee features of the KM-2 were powerful lasers, able to scorch everything in their path. The only means of defense against those was dealing enough damage to the laser cannons to temporarily disable them.


A textbook definition of ‘scorched earth’ tactics.

The second type of direct attack were several types of projectiles fired directly at the core. The gunship would have a choice of using a swarm of small missiles, a couple of larger and tougher cruise rockets or artillery shells dealing splash damage. The small missiles are fairly fragile and the player can take them down in a number of ways, such as the EMP defense field. Bigger rockets can take a couple of hits or can be disabled by an EMP shockwave. The shells from an artillery barrage aren’t affected by EMP but can be shot down directly. Such a variety of attacks would require the players to have a decent network of anti-air defense towers or, thanks to the fixed flight patterns and clearly announced barrages, to counter those attacks directly with the X-Morph fighter.


The player must find the balance between protecting the core both from the missiles and ground threats.

Not only the alien core was in danger while fighting against the REDWING KM-2. We gave the boss the ability to bomb the terrain, clearing the defense towers placed by the player and clearing other terrain obstacles. That last point was especially important, given the fact that the boss could drop ground units onto the battlefield. Apart from introducing another layer to the fight, this feature was connected to the cargo nature of the early concepts of real-world ekranoplans. The numbers of the dropped units weren’t spectacular, as we did not want to distract the players too much, just enough to keep them on their toes.


The boss is not defenseless if you try to backstab it. Air mines are quick and very effective.

The attack package wouldn’t be complete without actions aimed directly at the player ship, so we mounted miniguns, rocket launchers, and AA cannons onto the gunship. The problem with all of those was that they could fire in a limited radius, leaving the KM-2 defenseless if the players managed to position themselves directly behind the boss. The problem was essentially the same as in the case of the bomber, but given the lower flight altitude of the ekranoplan, we managed to find a solution this time. Taking deep-sea mines as an example, we equipped the REDWING with air mines. They would be dropped behind the boss, directly on its flight path, making sure the players weren’t able to easily exploit its vulnerabilities.

KILL IT WITH FIRE


It wouldn’t be an EXOR Studios game without explosions.

As for the kill conditions, we decided on three different ways the players could deal with this monstrosity. The first one was going after its engines. As the players dealt damage to engines, the boss’ behavior would become progressively more aggressive, as the crew would want to destroy the aliens before they completely lose all power. If the X-Morph survived the onslaught and managed to destroy most of the ekranoplan engines, the remaining ones would go into overload, leading to a spectacular series of explosions, concluding in an epic catastrophe.


A rudimentary schematic of the wing fragment hierarchy. The player must destroy the wing fragments in order.

The second way to get rid of the gunship was to destroy the wings. The players were able to destroy them piece by piece, lowering the lift force capabilities and eventually leading to the plane spiraling down and crashing into the ground. As in the previous example, the crew would anticipate this and become more pervasive in their attack patterns and barrage intensity.


A well-timed EMP blast can damage multiple systems at once.

The last way the players could defeat the gunship was to destroy all of its weapons. All of the individual defense systems had their own hitboxes, making them targetable and destructible by the X-Morph. Once all of the KM-2’s guns were dealt with, the boss would switch into a kamikaze attack mode, going straight at the alien core in the last effort to stop the alien invasion. In order to make this preventable, the overall toughness of the ship would be lowered at this stage, giving the players the chance to destroy the ekranoplan before it hit the harvester core. In the end, due to time and resource constraints, we had to scratch the multiple endings idea. In the current version of the game, upon receiving serious damage to any set of components the REDWING first changes the attack pattern. Then, it attempts a direct core attack with lasers, similar to the kamikaze run, only to finally attempt it in its last stand.

IMPLEMENTATION PROBLEMS


This is NOT working as intended. We added an invulnerability shield to the core to prevent feel-bad moments.

A large number of targetable elements was also an attractive idea when the game was a pure shoot’em up. When we had transitioned to introduce the tower defense elements another problem arose - which part of the REDWING were the towers meant to shoot at? This problem required us to assign each individual part a targeting priority. First, they will shoot the elements with the highest risk factor or the closest one if all target priorities are equal. The only exception to this rule is the laser attack - when it is active, only the laser emitters are the targetable element.


The defensive towers switch between targets on the go, but according to a specific ruleset.

As we downscaled the complexity of the boss fight and the number of elements, the death sequence has been unified for all player approaches. The dialogues will acknowledge the damage done to the gunship, however, the fight phases are exactly the same. First, the boss tries attacking from a distance with long-range missiles. After that, it attempts to pressure the core by adding missile and artillery barrages to its repertoire. Lastly, it may attempt a suicide run at the alien base, unless it is defeated before it can go on a collision course.


The player is able to defeat the boss even before it is capable of launching the final, kamikaze attack.

Of course, the plans we had in our heads at the beginning of the project were quite ambitious and due to time constraints and the game’s redesign we had to cut down on some things. This resulted in the version of the boss you encounter in the game today. The attacks remained largely unchanged. A large number of solutions were reused from our previous boss designs.

CONCLUSION


The KM-2 model without textures. The perspective on this image makes it easier to spot the different weapon systems.

All in all, the REDWING KM-2 was not the most difficult boss to implement, technically speaking. We managed to reach most of the design goals we set for ourselves. The true challenge here was to show to the players how to fight this machine effectively and evoke positive feelings during the fight. After all, the challenges we set for our players are meant to be pleasant and gameplay is supposed to be fun. Without external testing, this would not have been possible, as it opened our eyes to many problems we previously did not think of.


The cruise missile barrage is very dangerous, especially when launched close to the core.

Join us next time, as we continue on our journey through the 5 years of X-Morph: Defense development history. We will dig up a concept of a boss which did not make it past the design phase. Also, if you enjoyed reading this article and would like to ask us questions, leave comments here or join us on our live streams! We love hanging out and chatting with you!

Until the next time!
EXOR Studios

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X-Morph: Defense - voidreaver

Ladies and Gentlemen,

We are proud to announce that the long-awaited save feature is now available in Survival mode! Thanks to your help and participation in the public beta test we managed to squash a lot of bugs.

The game will now automatically save your progress every fifth wave after all the enemies are killed. You can reload the game, restart, exit, reenter... do whatever you please - as long as the core does not die, you may return to the previous save point. Additionally, at each save point you will have unlimited intermission time to optimize your defenses.

The community feedback has made us aware that not everyone has the hours to invest in a single game session. We hope these changes will lead to a more enjoyable and accessible survival experience. Moreover, perhaps we will see more high scores going into millions, such as this one from Ghost / ngus2angus.



They are truly insane! Check out this endgame vid.

https://www.youtube.com/watch?v=ykU6cK96CC4

We can only wonder what will happen now, with the save feature! If you encounter any problems, let us know! Also, if you have any more suggestions for the game, do not hesitate to share your ideas with us. We listen and we act.

All yours,
EXOR Studios

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X-Morph: Defense - voidreaver

Hi!

As you might have noticed, one of the maps available in the last expansion pack is a bit different from everything else you have seen in the game so far. Let’s take a trip to Iceland!



The X-Morph use their harvesters to acquire energy and metal. They do so, by drilling deep into the planets’ surface to be as close to the core as possible. This process has caused a disturbance in the seismic activity of the Earth, resulting in multiple volcanic eruptions. One of them engulfed Iceland in flames.



This hellish wasteland is home to one of the last military bases of the human resistance. Seeking refuge among the dust and electromagnetic fields, the military used this place as one of the construction sites for the project DEFENDER. They thought the increased activity in the region would give them a strategic advantage and surprise factor. The X-Morph managed to find the base, but not until an army has been amassed, armed to the teeth with the latest technology, including, Vultures, Tortugas, and Ravagers.



The visual aspect of the map is not the only interesting feature. All the chaos caused by the lava flow and earthquakes have made it possible to create unbelievable mazes for the enemy. Unleash your creativity.

Have fun wreaking havoc!
EXOR Studios

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X-Morph: Defense - voidreaver

Greetings!

The X-Morph have proven time and again that their technology level is far beyond what the humans have to offer. The alien shields, plasma guns, and lasers outclass the arsenal of the mankind. A new kind of weapon has also been spotted on the battlefields around the globe. It’s the shockwave tower!



This structure damages enemy units by creating a powerful impact shockwave, affecting everything within its radius. Its range is quite limited, so using this tower effectively requires a little strategic effort. In a perfect world, you should place it in such a way, that enemies will pass around it several times, taking more damage in the process.



Some enemy units are more susceptible to this kind of damage. Placing it on the path of heavy tanks might not be the best idea, but it will surely do great against buggies or light jumpers. Also, the Tortuga shield generator does not protect units from earthquakes…



We hope that the new, specialized towers we introduced with the latest content update enable you to achieve even higher scores than now. Someone’s already broken 1 million points, are you up for the challenge?

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X-Morph: Defense - voidreaver

Good news, everyone!

A new feature is in the works for the survival mode - and it’s the one a lot of you have been asking for. The game will now save a checkpoint before every fifth wave.

After you defeat all the enemies and just before waves 5, 10, 15 etc., you will be notified that your progress has been saved. Moreover, you will also get unlimited time to reorganize your defenses.

The save feature is currently available in the open beta mode. All owners of the base game are able to participate. To access the public beta, you will need to:
1. Select X-Morph: Defense in your Steam Library
2. Right Click on it and select Properties
3. Switch to the BETA tab
4. Select "public_beta" from the drop-down list
5. The download should start after you close the properties window
Note: If the public_beta is not visible in your BETA tab, then please restart Steam and check once more.

WARNING: It is highly advised to make a copy of your save files before accessing the public beta. It may corrupt your X-Morph files. To create a backup of your save files, go to Documents and create a copy of your X-Morph: Defense folder.

We have also updated the level editor. Previously, the players were not able to utilize the new towers while playing the custom maps. Now they should be available for all the levels created with the new version. The new version is also available to try out by accessing the public beta.

We hope the save feature will lead to a more relaxing experience, without worrying about time constraints or random accidents. Also, we secretly root for more 1M+ scores! All the feedback is welcome and appreciated. If you encounter any bugs, do not hesitate to post here. We will try to fix everything ASAP.

EXOR Studios

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X-Morph: Defense - voidreaver

Hello everyone!

The Last Bastion DLC has been with us for a couple of weeks now. This four-level story campaign climaxes in Indonesia, the location of the coveted project BASTION, the last hope for the mankind.



This mission takes place on several interconnected isles, giving humans the opportunity to attack the X-Morph from multiple angles. Given that it is the final battle against the alien invaders, you can be sure they will throw everything they have into the heat of battle. You can expect all kinds of units to join the assault, both ground and airborne.



The location offers a lot of opportunities to develop complicated mazes. You can also destroy a couple of bridges and collapse some towers to make things even more interesting…



As you might remember, the main campaign begins with the X-Morph assault in South Africa, which ends with the battle against Tarantula Mk V. The humans have revisited that trusted mech design, improved upon it and prepared a special surprise for the end of the final campaign.

Happy hunting!
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