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!