This game used to ba a popular Starcraft 2 mod, and now it's a separate game. It shines in a full glory when you play multiplayer, but if you'd like to relax at evening and beat some waves of monsters, 20 challenging singleplayer campaign levels are available for you to test your economic and strategic talents.
Added the remaining 2 levels - all 20 are available Fixed tutorial bugs Added cutscenes before levels
+2 new campaign levels, 18 of 20 are implemented balance changes
+2 new levels has been implemented (currently 16 of 20 are available)
Bug fixes Balance improvements Added 1 more campaign level (14 of 20 are currently implemented) Visual improvements
1. This game has 150 unut types, each has a unique ability. I don't think many Tower Defense games have so many enemies.
2. Unique economy/resource system, that unites exploration, resource management, includes spell casting and upgrades. It might look just a little bit sophisticated, but it's as simple as it could be. And it creates space for many strategies, which make the game highly replayable.
3. Autobattler Tower Defense is not a very popular genre, and would be nice to have more people try it
4. Multiplayer is quite fun. Addictive I would say. But in a good way, because after each battle you say "wow, this was cool, let's play again".
5. Overall the game is interesting and noin-trivial. It might have some imperfectnesses, like some think UI could be better. But it's being created by one developer, and that's quite impressive for being a result of solo development.
Spells got cheaper Researchable units got cheaper Highest mine gold upgrade cost reduced: 28 -> 27
Multiplayer game's stability has been improved.
Playable tutorial level has been added
Cutscenes system has been implemented
"How to play" section has been reworked
UI improvements
Balance changes
Fixed multiplayer game menu, "surrender" button works correctly
Added more tooltips to buttons
Graphics improvements
Bug fixes
Improved UI in the global map window
Multiplayer game speed has been increased
Singleplayer upgrades prices have been changed
Singleplayer levels balance have been slightly changed (earlier levels got easier)
Prices of building mines have been decreased
Frabbit gold price has been decreased: 32 -> 28
Some in-level spells got slightly cheaper
Low level castle upgrades got cheaper
Mine prices in gold grow slower with every mine built Same for upgrades, higher upgrades got cheaper than they were Castle poison now damages higher hp monsters much more Castle poison upgrades got slightly more expensive Researcheable units' gold prices has been reduced by about 10% Permanent gold income gained by sending units have been increased slightly Spider orange send metal price has been reduced 5 -> 4 Researching new units in the campaign got cheaper Spell cards in the campaign's cards shop got cheaper Castle upgrades UI is remade 1v1 map size has been shrinked, amount of resources and rocks have been reduced Various bug fixes
Singleplayer and multiplayer waves spawn closer to player's army (so, the battle starts sooner) Game speed range in options changed [0.8 - 1.2] -> [1.0 - 1.5] Default game speed changed 1.0 -> 1.25 Bug fix: camera movement speed not anymore affected by game speed Singplayer campaign levels 5 and 6 has been made slightly easier (more wave end gold rewards) Troll upgrade price reduced: 79 -> 78 Freeze spell buffed: it freezes bosses for 3 -> 4 sec, other units for 10 -> 11 sec Leaks in multiplayer and first level of the campaign are slightly less punishable Bug fix: hp bars doesn't anymore cast shadows Global map mine upgrade gold cost decreased: 10 -> 9 Upgrade related mine radius bonus has been increased by 6% (easier to reach distant resources by upgrading mines) 1v1 arena has been made smaller Weak arms spell slows down attack rate even more: -33% -> -40% Poison spell works stronger on units with higher hp (lategame poison is now more practical) Visual indicators added to rocks when aiming drill beam In single player campaign the number of initial spell/artifact slots has beein increased: 1->2 Spells got cheaper in the campaign's spell shop between levels ...and some other minor bug fixes and little technical improvements
There were a plethora of little things fixed. But the most important change is replacement of Unity physics with my own custom physics. This brings two important benefits: 1. There won't be any risk of breaking determinism due to Unity physics. So, network game will be more stable, with much less cases of desynchronization. 2. Now I can create a system that will make sure the game doesn't end in case of network related desynchronization, but would rather quietly pick up synchronized state from a few moments later, and fast forward to the current state maintaining synchronization this time. This will remove any desync case except when a player had completely disconnected. This system will be added with the next patch. This patch also includes a few small balance patches. For example, "freeze" and "weak arms" spells have become stronger.
Small balance changes Small visual changes
UI issues fixed in singleplayer campaign Spells from cards taken from global map to level now work correctly
The new graphics have been optimized to work with high fps.
Other changes:
- multiplayer balance changes
- singleplayer balance changes
- some hotkeys are introduced
- various little bug fixes
- small UI changes
- multiplayer game made slightly faster
- global 1v1 rank leaderboard has been introduced. To have a record, you need to play 1v1 al least once - more wave variations have been added. Most of the waves now have 3 variations
- some sends have gotten cheaper - initial mining territory circle of players got closer to center - initial number of resources on the map has been reduced - upgrade related mine's border push has been increased - it has become cheaper to research a unit - player stats are shown in a leaderboard during the game - castle now attacks lowest hp target first
Slight variations have been introduced to the waves. Each wave has a chance to be different. Total hp and dps remain the same. But units might be different. Also some bugs have been fixed.
- damage spells have been weakened vs opponent player (still strong vs the monsters)
- web spider send is cheaper and available on an earlier wave
- besides player's 1v1 rank, the game now tracks max rank ever reached and number of games played
- big send warning has been added for a case when the opponent sends a lot
- monsters are now shown for the next wave as well
- wave end gold reward is shown
- wave reward for killing all monsters is shown
- 3 more sends have been added - send prices have changed - fireball damage has been increased - castle upgrades prices have been decreased - bug fixes
- elo ranking implemented - after game player stats are now shown correctly - 2 monitors fix: mouse cursor is confined by the game window - some spells got cheaper - some castle upgrades got cheaper - gold bonus has become slightly higher for some waves - castle weapon range 7 -> 7.5 - poison spell deals slighly more damage per second - bug fixes
- sends income increased - castle upgrade prices decreased - wave bonus income slightly increased in multiplayer - research price reduced for researchable units - drill beam got weaker vs player units - builder selection in multiplayer screen (elf builder introduced for multiplayer) - "go" button added to multiplayer, so if both players press it, the wave starts; also, build time increased by 5 seconds - castle radius (logical, not visual) increased a little
You can now alt-tab away from multiplayer game without risk of disconnecting. Also, fixed a rare and possible game breaking game for multiplayer Tooltips for sent units are now correct A few balance changes happened: - sends bring more permanent gold income - mass healing spell heals each unit for +200 instead of +120 - rock to res chance after drill has been slightly decreased
Thank you everyone who helped testing multiplayer! - added text chat to 1v1 mode - fixed multiple bugs
You can try to play 1v1. It's still in alpha, might be bugged, might disconnect. But it works. Please, report bugs and suggest gameplay ideas
Upgrades have been indroduced to the game. There you can spend resources to improve some defensive or economical properties of your campaign. One more level is implemented. Some balance changes.
There are 12 ready so far (out of 20). More soon to come. Which ones are harder to beat for you?
This patch contains UI improvements and little changes in balance of waves' strength.
It took a lot of time to complete what I planned for this patch, and finally finished everything. The main change is about 100 new monsters with unique abilities that I've been implementing for literally years. They will attack your base in the new levels, and you better keep your defenders strong. Oh, about the defenders. There are 4 new towers that you can build besides the ones that belong to your chosen builder. Those new towers would have to be researched on the global map, and then you will be able to place them in the map. Their prices are different. The towers you have with your builder cost a lot of gold and a few resources. Oppositely, the additional towers you research cost little gold, but a lot of reseources. So, you won't be able to build them right away after beating a couple of waves and collecting the gold rewards. You would have to build good economy in order to afford the new units. But they are really strong. So, about the new levels. There are two new levels. They have more waves than previous levels, and all monsters are new in those levels. And those monsters don't just come and attack with their basic stats. They have uniqe abilities, and those you would have to deal with and prepare a strategy against. Also, there's a lot of balance changes. There's not much things in the game that hadn't been changed. All these things have been rebalanced: - builders' units - in-level mines' build/upgrade prices - global map mines' build/upgrade prices - all levels and waves in terms of wave strengths and gold rewards - all spells - builder/tower research prices
The changes: - Level UI has been completely reworked to make it prettier, easier to understand and easier to use - Some UI elements are world space now - Lots of tooltips has been added, so it's visible now what this or that button do - Wave counter and wave information has been added, now you can see what monsters will attack you and what characteristics they have - Elf builder balance has been changed: Wyvern price has been reduced a little Once again thanks everybody for the feedback. It helps a lot to improve the game.
Guys, thank you for your feedback, it helps a lot to improve the game! Changes: - Zoom range has been increased: now you can zoom out more - New "Elf" builder has been added - Builder select button has been added to the world map window - Linux build has been added Bug fixes: - Spell price bug has been fixed: spell prices weren't resetting on restart, now they do - Starting new game now resets world map resources from the previous game
Mines and Magic
Zolden Games
Zolden Games
2018-07-09
Singleplayer EA
Game News Posts 36
🎹🖱️Keyboard + Mouse
Mixed
(66 reviews)
https://www.reddit.com/r/MinesAndMagic/
https://store.steampowered.com/app/884640 
The Game includes VR Support
Mines and Magic Linux [167.38 M]
The units fight automatically, use their numerous abilities and decide which monster to attack. They are smart, you can rely on them.
The success of the defense depends on the army’s formation and composition. If done right, an army would be able to counter any kind of enemy attack.
The player can also help their army fight the toughest waves by casting spells, which can damage and weaken the enemy, or buff and heal the allied units.
Spells can be purchased between the levels, as well as artifacts, that provide combat and economical bonuses.
Enemies are not simply tough soldiers, they have different magical abilities, they use different tactics, they unite in formations of different units to combine their complementary strengths.
There are more than 100 different units currently in the game, every one of which has a unique ability and fights differently.
The army costs resources, and the player's responsibility is to build mines and farms to gather different resources randomly scattered around the map.
Mines can only be built within the player's territory, but every mine built can push the borders wider, so some rare resources will have to be reached in a tricky way.
Mines can be upgraded with resources to provide more income, so the player will have to think of the best ways to invest their resources to make more money. Resource management, strategic thinking and planning ahead will be required a lot in this game.
But defending the castle is still the main priority. Enemies get stronger and stronger with every wave. Investing too much resources into economics might lead to a breach.
The castle might survive the breach. The castle can be upgraded to gain more damage, fire rate, HP and improve some other magical properties, to help it to survive any unexpected breach.
If all waves are successfully destroyed, the player gets the reward (resources and artifacts) and gains one more area under their control. Then they proceed to the global map, where they can improve the territories they control, to get more global map resources, which can be spent to research more units, purchase spells and artifacts, upgrade their units and open new builders. After everything is done on the global map, the player will pick the new area to attack and start the next battle.
There are 20 levels in the game.
- OS: any
- Processor: 1200 mhzMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: Integrated. HD Graphics 2000
- Storage: 150 MB available space
- OS: any
- Processor: 1800 mhzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Nvidia GFX 650 or higher. AMD RX 200 or higher
- Storage: 200 MB available space
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