Terrorformer TD
This Alpha release will remain the latest version on Itch; please use the widget below to join the Beta via Steam Playtest and Join our Discord for future updates!
Game Basics
Enemies will spawn from the outer rings of the hexagon and take the shortest round towards your base. Enemies that reach your base will damage it; when your base's health reaches zero, the game is over. Each turn, all Enemy Spawners will close and have a chance of reopening on any valid Spawn Tile (the different colored path tiles). Build your Defense Towers and manage the Enemy Pressure level to survive for as long as you can!
Controls
- RMB drag/WASD/arrow keys to move the camera
- MMB drag/QE to rotate the camera
- Mousewheel/ZC to change the camera height
- MMB Drag/-= to change the camera angle
- Escape/RMB to cancel/exit menu
- [ ] to change Game Speed
- P to toggle Pause
- / to skip to the next Music track
- Bottom toolbar shows other Hotkeys on each button
New Game Loadouts
Choose the components for your base's Home Tower to customize your playthrough experience. Different components will unlock starting bonuses or even provide a weapon for your Home Tower to utilize against Enemies! Unlock new Enhancements as you Level Up to add stronger Spells and single-round Temp Stat Boosts to your arsenal, increasing your survivability.
Base Management
In-between Enemy Attack phases, you will have an untimed period where you can perform any Base Management tasks without danger. During this period, you may Build, Sell and Move towers using Money; you may also Terraform the map using Map Points. If you are unhappy with your choices, Undo All will reset the game back to the beginning of the round. Once the Enemy Attack phase begins, you will only be able to Build towers, and any commands will be permanent.
Currencies
The game uses four currencies:
- Money: used to buy new towers and upgrade existing ones
- Mana: used to cast Spells
- Science: used to buy extra cards; can be exchanged for Money
- Map Points: used to Elevate, Excavate, and Seal tiles.
Money and Mana are dropped by enemies when they die. A fixed number of Map Points are granted at the end of each round; Science is rewarded at the end of each round based on Pressure. All currencies can be dropped by bosses or appear as a post-round Instant Boost reward.
Towers
Will automatically target and shoot according to their design. Towers gain XP each time they shoot an enemy; as towers gain XP, they will level up, and their stats will increase. Certain Towers may also earn bonuses at the end of each Enemy Attack Phase.
Spells
Can be cast if you have the required Mana; their range of impact will be shown when casting. Using Spells will earn them XP, just like Towers; they can become stronger by leveling up or through the appropriate Upgrade Cards. Equip Spells by choosing the appropriate Loadout components.
Enemies
Have some combination of Health, Armor & Shield. Each tower/spell has a specific Damage Type that has varying efficiencies against each HP type; find the best damage type for a given threat, or upgrade your Towers to overcome it. Note that Enemy Shield must be depleted before Armor damage will be taken, and Armor must be depleted before Health damage will occur.
Terraforming & Spawners
You can Excavate, Elevate, and Seal map tiles. Excavate will lower any empty Buildable Tile and leave behind an enemy Path Tile. Elevate will raise enemy Path Tiles into Buildable Tiles (if it will not block any enemy Spawn Paths); existing Buildable Tiles will have their Height Bonus increased.
Spawners can be moved by sealing the Spawn Tile underneath; sealing an empty Spawn Tile prevents it from hosting any future Spawners. Closing all available Spawn Tiles will expand the map and create a new ring of map tiles further out from the player's home tower. Spawners will change color when all enemies are done spawning for the round.
Pressure Level
Spawned Enemies increase the Pressure Level. As the Pressure Level increases, everything gets harder: more enemies spawn closer together, with increased health and speed! Relieve Pressure by Sealing Spawn Tiles; but surviving with High Levels of Pressure will also increase your Science reward each round, so find the balance that's right for you and try to maintain it!
Unlocking Cards
After each round, you will be given a chance to purchase various Card Unlocks with your Science; you will also have a chance to turn in all remaining Science for Money. Use the Tech Tree Progress window to view all Unlockables in the game, and the Store window to buy new Cards or exchange your Science for Money.
Currently Implemented:
- 15/25 Unique Towers
- 15/25 Tech Trees for each Tower
- 14/25+ Enemies with unique models, stats & behavior
- 5/15 Spells
- 11/11+ Status Effects
- Game Over screen with stats summary and Player/Enemy MVP
- Save/Load current game at end of each round (make sure to hit the Exit button on WebGL)
- Persistent Player XP across games
- Unlock/Activate New Starting Modifiers and/or Loadouts using Player XP
- Semi-guided tutorial to explain game basics
- Badges/Achievements
Future Planned Features:
- Think of something cool and tell us!
Known Issues:
- None at present, let us know!
version: Alpha (v0.22d), Feb. 20th 2024 14:30 EST
More information available at onewinter.net.
Join the Terrorformer TD Discord and tell us what you think about the game!
Status | In development |
Platforms | HTML5, Windows, macOS |
Author | TJ Cioffe |
Genre | Strategy, Role Playing |
Made with | Unity |
Tags | Indie, Low-poly, Procedural Generation, Roguelike, Roguelite, Singleplayer, Tower Defense, Unity |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
Links | Blog |
Install instructions
Game will launch fullscreen at your native resolution on first launch.
Development log
- Terrorformer TD Devlog #13: AchievementsFeb 05, 2024
- Terrorformer TD Devlog # 12: Adding Inter-Game ProgressionJan 31, 2024
- Clockwork TD Devlog #11: New Year, New Features, New... Name?Jan 31, 2024
- Clockwork TD Devlog #10: Year-End Wrap-upDec 16, 2023
- Clockwork TD Devlog #9: TowersDec 15, 2023
- Clockwork TD Devlog #8: EnemiesDec 14, 2023
- Clockwork TD Devlog #7: Map Progression Pt. 2Dec 13, 2023
- Clockwork TD Devlog #6: Instant Abilities!Sep 11, 2023
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