Changelog
Information about updates can be found here
- 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
- 2025
- 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
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
#ts
command has been replaced with#tc
.
For example,#tc 10
will use 10 team cooldown power-ups at once.
(Tip: Use#info
to 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!
2025
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.