Changelog
Information about updates can be found here
- 18.02.2026 – Internal System Changes
- 2025
- 29.10.2025 – Rewards / Missions / Changes
- 17.10.2025 - Visual Update / Maps Removed / Behind the Scenes
- 20.09.2025 – Support / Dragon / Tower Relocation
- 13.09.2025 – Maze Mode / Red Towers
- 03.09.2025 – Items, Items, Items
- 16.07.2025 - Hotfix #5 (important)
- 11.07.2025 - Hotfix #4
- 05.07.2025 - Hotfix #3
- 04.07.2025 - Hotfix #2
- 02.07.2025 - Hotfix
- 01.07.2025 - The update is here
- 21.05.2025 - Status Report
- 12.03.2025 - Bomber/Nukes
- 10.01.2025 - Adjustments to the Hype Train
- 08.01.2025 - Unicorns / Hype-Train / Bans
- 2024
- 30.10.2024 - Chests / Adjustments / Halloween
- 25.09.2024 - Video guides / fixes
- 11.09.2024 - Skill reset / Profiles
- 06.09.2024 - Fixes
- 04.09.2024 - Major Update
- The timeframe for the major update is planned.
- CTD Development: Major Update in Progress
- 31.05.2024 - Target modes / Dragon
- 29.05.2024 - Team-Damage / Fixes
- 24.05.2024 - Power-Up Adjustments
- 22.05.2024 - Skins
- 15.05.2024 - Dragon / Diamonds / Fixes
- 01.05.2024 - Turrets / Lights / Bomber and Nukes
- 17.04.2024 - Optimizations / Fixes
- 05.04.2024 - New Spawnsystem / Adjustments
- 16.03.2024 - Trivial things
- 15.03.2024 - Lightning / Support towers
- 13.03.2024 - Missions / UI
- 09.03.2024 - New map / Optimizations
- 08.03.2024 - Maps / Fixes
- 02.03.2024 - Fixes
- 23.02.2024 - Additional effects / Fixes
- 21.02.2024 - Skins/Effects/Fixes
- 16.02.2024 - Skins / Changes
- 14.02.2024 - Skins / Changes
- 24.01.2024 - Chests / Shop
- 17.01.2024 - Wiki / Changelog
18.02.2026 – Internal System Changes
CTD is built on multiple interconnected systems.
With this update, we are replacing a central component with our own custom solution for the first time.
🆕 Custom Twitch Bot (Test Phase)
CTD is now running with a self-developed Twitch bot.
Background
Standard bot solutions regularly reach their limits when it comes to our specialized features.
CTD uses mechanics that are often irrelevant for other streams, which means required features were frequently missing or difficult to integrate cleanly.
Benefits
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Full control over functionality
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Direct communication with the game
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Flexible future expansion
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No more workaround-based solutions
🔧 Changes & Improvements
1. Voting Commands (/map & /diff)
Commands have been converted to a unified parameter-based system.
Old
New
There is now a space between the command and the number.
This cleanly separates command and parameter and ensures consistent internal processing.
2. Votes Can Now Be Changed
Previously, submitted votes were final.
Votes can now be overwritten.
Example
This is especially useful during tie-break situations or tactical adjustments.
The same logic applies to difficulty voting.
3. Dragon & Unicorn – Intelligent Channel Point Handling
The bot now understands the current in-game situation and reacts automatically.
Dragon
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If a selected map starts with a Dragon → the Channel Point purchase is disabled
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If a Dragon has already been summoned → no second purchase is possible
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Prevents accidental double purchases
Unicorn
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Can only be summoned during an active wave
4. Bits / Subs / Hype Train
Core functionality remains unchanged.
However, we are now testing a more precise subscription evaluation method, as Twitch’s subscription events can be inconsistent.
If a mission is not counted correctly, please notify us in chat.
2025
29.10.2025 – Rewards / Missions / Changes
💰 Updated Reward System – More Fairness, Clear Calculations
Today's update focuses entirely on rewards for completed rounds.
Previously, each boss simply dropped a chest with gold and silver coins – depending on the difficulty level.
This system has now been completely overhauled and replaced with an individual evaluation based on clear, transparent values and multipliers.
Click on the Game ID in the Gold Coin entries to open this overview:
At the end of each round, every player receives their own evaluation, taking multiple factors into account:
🧱 Base Value
Each wave generates an individual base value, depending on the map.
This base value forms the foundation for all further calculations.
All bonuses are applied multiplicatively on this value.
Example:
If your base value is 5 and you have a Twitch subscription Tier 1 (+10 %), you will receive 5 + 10 % = 5.5 in total.
⚔️ Difficulty Level
The higher the chosen difficulty, the greater the multiplier applied to your reward.
More challenging rounds are therefore noticeably better rewarded.
🎁 Twitch Subscription Bonus
Players with an active Twitch subscription receive an additional bonus:
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Tier 1 = 10 % of the base value
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Tier 2 = 30 % of the base value
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Tier 3 = 50 % of the base value
🏰 Tower Levels
The average level of your Boost cards plays an important role.
This value is applied as an additional multiplier on the base value.
It has a higher impact, as high tower levels are essential for team success.
Important: The average of all cards counts, not just your highest tower – you can play with lower levels without receiving fewer rewards.
🏆 Round Completion Bonus
If a round is successfully completed, you receive a small additional bonus.
👀 Viewer Reduction
CTD thrives on the interaction between the stream and the game.
Players not registered as Twitch viewers receive a significant penalty:
–50 % on the total sum of all rewards (Gold Coins, Silver Coins, and experience points).
All other bonuses (difficulty, subscription, tower levels, etc.) are added first, and the viewer reduction is applied afterwards.
🎯 Missions – Less Restriction, More Freedom
Most missions have been removed to ensure players are no longer forced into a specific playstyle.
You can now experiment freely without penalties on your rewards.
A future achievement system will eventually allow players to complete missions based on specific playstyles – but this will be entirely optional and without pressure.
🧠 Level Cap Increased – More Room for Progress
The maximum player level has been raised from 100 to 120.
This provides 20 additional points for your skill tree!
🐉 Dragon – Now Summonable
The dragon still appears with a 30 % chance on one of the three maps during map voting.
New: It can now also be manually summoned using 25,000 Twitch channel points.
Important:
Only one dragon can appear per round – regardless of whether it is summoned via channel points or appears through map voting.
17.10.2025 - Visual Update / Maps Removed / Behind the Scenes
🌄 Visual Overhaul – The First Step Toward a New CTD Look
Today’s update marks the beginning of a major visual improvement for CTD!
The first changes are already visible in your browser:
But that’s just the beginning.
The old, blocky “voxel-style” visuals are being replaced with a true terrain system – offering smoother transitions, improved lighting, and far greater flexibility for environmental design.
The difference speaks for itself:
🗺️ 9 Maps Removed
With the switch to the new system, several older maps have been retired.
A total of 9 maps were removed from the game – including the Easter and Christmas event maps.
These will be rebuilt from scratch for future seasonal events, featuring the new terrain and lighting systems.
Less popular maps are not planned to return due to the effort required for complete reconstruction.
⚙️ Behind the Scenes – A More Modular Enemy System
There’s also a lot happening under the hood.
The enemy system has been completely restructured to be highly modular, paving the way for future enemy types such as demons or other special variants.
While this modularity was part of the original vision, the earlier implementation lacked the necessary flexibility.
That foundation has now been rebuilt – making future expansions far easier to integrate.
20.09.2025 – Support / Dragon / Tower Relocation
🛡️ Support Towers significantly nerfed
Support towers had turned into true multiplication monsters – a single one could boost the effectiveness of ten or more regular towers.
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Originally intended to make support towers more appealing, this scaling eventually got completely out of hand.
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A 10% bonus may sound small, but multiplied across 16 towers, it added up to 160%.
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Even worse: critical hit damage could be boosted to 500% or more – multiplied by all nearby towers, things escalated quickly.
The current adjustment tones down this extreme effect.
It’s likely not the final balance, but it’s a step in the right direction for healthier scaling.
🐉 Dragon – DoT effects re-enabled
The Stage 2 Dragon can now once again be affected by damage-over-time (DoT) effects like Burn or Poison.
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Many players enjoy stacking DoTs for fun damage builds.
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With support towers now heavily nerfed, these effects should no longer produce absurd damage values.
This brings both fairness and enjoyment back into play.
🏰 Tower Relocation – new control feature
A select group of players can now actively influence the battlefield by repositioning towers of other teammates.
How it works:
This feature allows for more flexible strategies and dynamic adjustments during the game.
13.09.2025 – Maze Mode / Red Towers
🌀 New Game Mode: Maze Mode
CTD has so far been a classic tower-defense game with fixed zombie paths – except for the Random1 map, where paths were randomized each wave.
With the new Maze Mode, we’re taking it a step further: by strategically placing their towers, players can now actively shape the zombies’ route.
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Placing towers blocks the direct path and forces zombies to take a longer route:
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All players together create the maze – meaning teamwork is more important than ever in CTD.
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Since the path length depends heavily on the number of players, the difficulty level of this mode has initially been slightly reduced.
📹 The two examples show how the route dynamically changes when towers are placed.
It’s now up to the team to build clever layouts that maximize the zombie path length.
We’re excited to see how the community will embrace this new mode!
🚩 Red Towers – Inactive Players Visible
A new marking system now shows which teammates are not actively watching the stream.
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Towers of inactive players will appear red on the battlefield.
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This is based on regular checks via the Twitch API: viewers registered on c-td.de and currently in the stream are marked as active.
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Players without a linked account or without the stream running are marked as inactive.
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In the future, additional parameters will be considered to make the distinction even clearer.
03.09.2025 – Items, Items, Items
🎁 Items reworked – no more “trash” drops
Up until now, most generated items felt random: attributes were mixed together wildly, and finding a useful one was rarer than winning the lottery.
From now on, attributes are selected from matching categories only.
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Tower items now combine Tower-stats with up to one status effect type. No more chaotic mixes like Bleed, Slow, and Poison on the same item.
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Support tower items always combine Buffs with Team Bonuses.
Existing items remain untouched, but new drops and shop items will immediately feel much more useful.
⚡ Power-Ups made convenient
No more hundreds of clicks: Power-Ups can now be applied in bulk using a slider.
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Currently capped at 100 Power-Ups per player per action.
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In the future, this cap will scale with difficulty (e.g. Diff1: 100, Diff2: 80, …).
This reduces server load and makes Power-Up usage far more comfortable.
🐉 Dragon – stronger and more consistent
The Stage 2 Dragon is now immune to status effects.
A poisoned or burning flying skeleton made little sense anyway – this change restores some of the Dragon’s intended might.
🛠️ Fixes and improvements
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Support tower inventory now properly displays status values.
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Fixed issues with skill tree abilities and legendary items in the inventory.
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Damage calculation bug fixed: bonus damage from penetration exceeding resistance was ignored.
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Various smaller fixes and adjustments to improve overall stability.
16.07.2025 - Hotfix #5 (important)
🕒 Cooldowns drastically reduced
All cooldown reductions from items, skills, and boost cards have been nerfed by up to 90 %.
Why? Because the goal of the game is not to make every turret feel like a Gatling gun in the end.
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Heavy turrets are meant to fire slowly but hit hard.
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Fast turrets should deal their damage through many small hits.
All existing items have been retrospectively adjusted to match the new cooldown values.
🧱 Updated cooldown limits
The cooldown rules introduced with the last update have been slightly extended:
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Standard turrets can now reach a minimum cooldown of 0.2 seconds.
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Heavy turrets (Railgun, Nova, Chain Lightning) have a lower limit of 1.0 second.
💰 Selling/salvaging items = 100 % refund
Due to the major changes, dismantling an item now refunds the full amount of Silver Coins –
this applies to both existing and newly purchased items.
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Previously, you only received 50 % back.
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This rule applies indefinitely for now, but we will monitor how things develop.
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Upgrading items is now significantly easier.
🛠️ Fixes & improvements
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Support turret cooldown buff is now correctly displayed in the turret overview.
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The inventory now clearly indicates cooldown limits:
If a turret falls below the minimum cooldown (e.g., Flamethrower),
it will show “0.2 seconds” in green, indicating the value has reached its cap.
🧠 A note from the dev team
We know these changes won’t be everyone’s favorite.
But please remember: The game is still in active development, and updates like this are sometimes necessary.
Here’s an example for context:
When the Cooldown Boost Card was introduced, there were no skills or items yet.
The card alone gave 20 % cooldown reduction – with zero effort.
The Team Card added another 1 % per player, so with 40 players that’s 40 % for everyone.
Combined with skills, items, and more, players were reaching almost 200 % cooldown reduction – far too much.
We’re not planning any further drastic changes at the moment.
Right now, our focus is on balancing turret damage output,
so that each turret feels distinct and useful in its own way –
but still performs within a comparable damage range.
11.07.2025 - Hotfix #4
👁️🗨️ Reduced visual effects – improved clarity
We’ve further toned down visual effects to help you better follow the action – especially when facing large enemy waves or with many turrets firing at once.
🎯 Improved missile targeting at close range
Missiles now have better accuracy when locking onto nearby, fast-moving enemies.
Previously, missiles would sometimes fly past targets and make a dramatic loop before hitting – which looked cool, but wasn’t exactly helpful in combat.
This issue has been resolved.
🧪 Status effect system optimized (Performance)
The recent update introduced significantly more status effects per target, each linked to specific players and their skills.
This system has now been streamlined, resulting in noticeable performance improvements – especially during large-scale fights with many active effects.
💰 More credits – less frustration
This change was already tested on Wednesday but wasn’t mentioned in the previous changelog:
In some cases, no credits were awarded for zombie kills, which became a serious issue in higher waves.
This problem has now been fixed.
🛠️ Additional fixes
Various minor bugs and issues have also been addressed to further improve gameplay stability and experience.
05.07.2025 - Hotfix #3
With this hotfix, we've made further adjustments – both to improve clarity and to enhance overall game balance.
🌈 Less glare – more clarity
To give your eyes a break, we've once again toned down some of the visual effects – sunglasses should no longer be required when watching the battle unfold.
The following elements are affected:
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Nova Turret: Visual effects have been further reduced.
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Flamethrower: Particle effects have also been softened.
Bright, flashy effects are great – but in a tower defense game with 40+ turrets on the battlefield, they can seriously impact visibility.
📏 Increased range for Rockets and Railgun
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Rocket Launcher and Railgun now have a higher base range.
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The range gained through upgrades has also been significantly increased (more than doubled) to better reflect their role as long-range weapons.
⚠️ Cooldown Power-Ups & Support Turret nerfed
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Cooldown power-ups have been significantly weakened and are now limited to 50 per round.
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The Support Turret can now provide a maximum of 10% cooldown reduction (without items).
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Turrets themselves have also been adjusted: their cooldown reduction via upgrades is now limited.
Why this change?
Cooldown is one of the most powerful stats in the game. Instead of being "given away for free," it should now be earned strategically through the skill tree, items, boost cards, etc.
This also helps reduce visual overload when not every turret is firing at maximum speed all the time.
🧱 Bosses now immune to CC
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Slow and Stun no longer affect bosses.
This has always been the intended behavior — but due to the last update, this rule was unintentionally bypassed. The issue is now fixed.
💀 Health scaling reverted
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The previously planned enemy HP scaling has been reverted to normal values.
Since many players have now adapted to the new mechanics, further increases are currently not necessary.
🌐 Server reconnection restored
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Automatic reconnection to the server after a disconnect is now working again.
This feature used to function correctly but broke due to technical changes. We’ve reimplemented it, and it should now work reliably again.
04.07.2025 - Hotfix #2
This hotfix addresses numerous issues and includes several minor improvements.
🔧 CTD Game
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The Flamethrower has always struggled to reach the dragon — the root cause has now finally been identified and fixed.
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Since the last update, Slow and Stun effects were not working correctly.
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Status effects like Bleed, Burn, etc. were not applied properly to the dragon — this has been resolved.
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Damage from status effects is now correctly displayed in the statistics.
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The visual effects of the Nova turret’s attacks have been toned down to improve visibility during gameplay.
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Enemies no longer walk backwards when Slow exceeds 100%. The maximum slow effect is now capped at 70%.
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The Nova turret had targeting issues, which sometimes caused significant delays in attacking enemies — this behavior has been corrected.
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General optimizations: While performance is not yet where we want it to be, we are actively working on further improvements.
🌐 Web Interface (C-TD.de)
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Gatling turrets with the HyperAccelerator ability can now be upgraded to a minimum cooldown of 0.1 seconds.
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Once this limit is reached, the cooldown can no longer be reduced further.
📺 Twitch
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The chat commands for power-ups have been updated. The old
#tscommand has been replaced with#tc.
For example,#tc 10will use 10 team cooldown power-ups at once.
(Tip: Use#infoto get a list of all current commands directly in chat.)
🌳 Skill Tree / Abilities
📌 Note on Importing Skill Tree Templates
Click the clipboard icon.
After that, you can share the displayed code with other players.
02.07.2025 - Hotfix
While the test run yesterday was a small success on our end, it was more of a disaster from your perspective.
Alongside numerous fixes, we’ve also made a few adjustments to help restore confidence among the player base:
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Power-up purchases have been refunded.
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The number of power-ups has been reset to the state before the update.
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Power-up prices are back to their pre-update levels.
01.07.2025 - The update is here
Today’s update introduces a wide range of exciting new features and deep changes to the game. Much has been reworked behind the scenes, and other parts are visibly altered – time for a detailed overview:
🎮 CTD – The Game
🧠 Skill-Based Attacks
The turret functionality has been fundamentally reworked.
Previously, most turret parameters were hard-coded and could only be modified to a limited degree via upgrades or power-ups – any changes required major effort.
With the new system, nearly every parameter – from the number of chain lightning targets to damage values or upgrade effects – is now defined in a central database.
The game itself only reacts to the bundled, externally calculated values.
Turrets are now "dumb" in-game and completely rely on external data, which gives us maximum flexibility for future expansions.
☠️ Damage Types
Each turret now uses one of six damage types:
Kinetic, Fire, Ice, Lightning, Poison, Plasma
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All but Plasma are linked to a unique status effect.
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Turrets can learn alternate damage types via the skill tree (and later, items) – for example, Fire Chain Lightningor Lightning Rocket Launcher.
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Some effects are still placeholders, but already lead to diverse and exciting battles.
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Plasma currently has no status effect but offers unique skill nodes and excels at pure damage output.
🛡️ Resistance Penetration
Enemy resistances from wave 10 onwards previously turned higher difficulties into war-of-attrition scenarios.
To counter this, Penetration has been introduced:
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Starting at turret level 2, turrets automatically gain a small penetration value.
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This value can be increased further through the skill tree or with items.
Example:
Enemy has 50% Fire Resistance, turret has 10% Penetration → effective resistance: 40%.
If penetration exceeds resistance, bonus damage is applied.
🧭 Pathfinding
In addition to classic pathfinding (where enemies choose their path dynamically), there is now a waypoint system that enforces a predefined path.
This allows:
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Crossroads, loops, or repeated runs through the same area
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Dynamic switching between both systems (useful for special maps)
⚖️ Balancing & Difficulty
Due to the complete overhaul of turret logic, many balance values had to be reconsidered.
The game is currently deliberately unbalanced – which makes it unpredictable and (hopefully) more exciting.
💣 Bomber & Nuke
These power-ups can now once again be used at any time during a wave.
Especially noticeable on small maps with short paths.
🗺️ New Map: Green1
To showcase the new waypoint system, a new map is available:
Green1 – featuring multiple direction changes and re-entry points.
Ideal for fresh tactical approaches!
🌲 Skill Tree – Bigger, Deeper, Smarter
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Expanded from ~500 to over 1150 nodes
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New damage types, many specialized effect nodes
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Reworked existing values
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New search field at the bottom right (e.g. search for “Cooldown”, “Team Cooldown”, “Turret Cooldown”, etc.)
⚡ Power-Ups – Reworked & Repriced
Changes:
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GameSpeed is now called Enemy Speed – only affects enemy movement speed
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Team Power-Ups are now tiered and repriced
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Previous values were converted at a 5:1 ratio (rounded up)
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Effect strength now varies:
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Team Damage = +5%
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Cooldown or Range = start at +1%
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🤝 Team Bonuses – More Fair, More Controlled
Team Damage no longer doubles a turret’s total damage.
It now only affects the base damage (excluding item, boost, or skill modifiers).
This keeps total damage output in check and prevents runaway scaling.
🌐 CTD WebUI – New Features & Improvements
New:
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Diamond shop with high-level items
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Turrets with multiple damage types can now switch damage type in their inventory
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The active damage type is displayed in the top-right corner of the turret inventory
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Three new in-battlefield options:
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Show animated paths – visualizes enemy movement
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Show level bars – color-coded turret level indicators
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Show names permanently – permanently show player names (use CTRL to toggle visibility temporarily)
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Changes:
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The term “Speed” has been replaced by “Cooldown” throughout the interface
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Item upgrade prices have been reduced – in some cases by up to 90%
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The turret overview now shows all parameters of all damage types, including status effects
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Boost cards have been updated with correct English names
Temporary:
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Status effect missions are currently disabled – they are not yet compatible with the new system
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Statistics display in the battlefield is still a work in progress – will be updated in a future patch
🧑💻 Note on the Update
Although this update is not fully completed in every area,
we had to release it within a narrow time window.
The reason is the team’s vacation schedule – to ensure we could respond quickly and collaboratively in case of critical issues, this release timing was essential.
Thanks to all players and supporters!
This update is a huge leap forward – technically and in terms of gameplay.
Enjoy discovering all the new features and possibilities!
21.05.2025 - Status Report
It’s been a while since the last changelog – time to give you a proper update on what's going on behind the scenes.
Some of this has already been mentioned in Twitch chat and on Discord, but since not everyone sees that, we’re putting everything together here in one place.
What’s coming – and what’s already done?
Currently, we’re working on three major areas:
1. Pathfinding & Waypoints
Since the early days of CTD, enemy movement has gone through a lot of changes.
Originally, it was a simple waypoint system: enemies moved from one coordinate to the next.
Later, we switched to a pathfinding system. That made the maps more dynamic, but also introduced new challenges – especially with intersections or tight paths.
The upcoming update will support both systems: classic waypoints and dynamic pathfinding – even with the ability to switch during an active round.
While the implementation was quick, there’s more behind it:
- Integration into the map editor
- Support in the web interface
- Sync with the management server
- Connection to the central API
The goal: Make enemy paths visible on the website – super helpful especially for new players.
In-game (WebInterface), a visual path preview will be shown for all players by default – but can be disabled in the settings.