In this update8
Full notes
Full Axom: Conquest update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Balance
- Events
- Fixes
Axom: Conquest changes
We've been hard at work covering every single piece of feedback from the demo and implementing into this patch.
This has a few sweeping changes such as the removal of ramps to create more chokepoints (Which seems right for a tower defence game)
We would love to hear your thoughts on what can be changed or improved even more.
Thank you!
UI Improvements
Upgrade and Building Text
Increased size for easier readability
Tooltip text now scales dynamically
Tooltips
Abilities now show their base cooldowns
Scrap Button
Reduced in size to prevent missclicks
Structure Alerts
New 2D visuals indicate when structures are destroyed, including off-screen alerts
Endgame Screen
Now includes a screenshot of your final base layout
Animations & Feedback
UI animations are smoother
New visual cues when actions can't be performed
Damage Numbers
Improved appearance and proper resolution scaling
Cursor
Now glows pink when the Ion Cannon is ready
Boss Icon
Updated to match current visual style
Menus & Settings
Main menu buttons enlarged
Added setting to simplify UI shaders
Added extra loading screen hints
Gameplay Changes
Major Terrain Update
Ramps removed: Enemies only spawn on ground level
High ground is now a safe zone for building
Goal: Make chokepoint defense more viable
Feedback encouraged on this change
Scouting Beacon
Removed from the build list
Now a free ability usable once per wave
Map Interaction
Added clickable blue crystals for small Refined Metal + Research gain
Encourages exploration during build phase
Map Generation
More alleyways and terrain variety added
Reduced large flat areas
Tutorial Option
Checkbox added to New Game menu to replay tutorial
Building Tweaks
- Steel WallsHealth increased (100 → 110)
Refineries:
Base cap reduced (4 → 2)
Base yield increased (10 → 12)
Brood Worm spawner count reduced in early waves
Enemy Balance & Damage Scaling
Early Game Adjustments
Swarmer Elites now spawn from Wave 4 (was Wave 1)
Swarmer base damage reduced by 10%
Late Game Scaling
Enemy tier damage multiplier increased by 5%
Early waves should feel less punishing, while late waves remain a challenge.
Upgrades
New Additions
New upgrades have been added to be discovered
New basic upgrade: +1 Refinery Capacity
Balance Changes
- Space StiltsHigh ground bonus reduced (80% → 60%)
- Discount CouponCost penalty increased (10% → 12%)
- Survival NexusShop price penalty increased (75% → 80%)
- Axomite ShardRefinery yield bonus increased (20% → 30%)
Visual Enhancements
Cliffs
Level 2 unbuildable cliffs now appear darker (especially in snowy biome)
Path Preview
Enemy spawn paths now visible during build phase
Grid Highlighting
High ground build tiles now glow light blue
FX Options
New toggle: FXAA ↔ Temporal AA
Start Effects
Overlay effects now fade in when starting a game
Construction
Hazards now feature squash/stretch animations
Flying Enemies
Now cast blob shadows for better visibility
Audio Updates
Inferno Tower
Attack sound updated
Flying Enemies
Now emit a buzzing noise
Camera
Auto-pan to destroyed structures has been removed (Replaced with Structure Alerts)
Bug Fixes
Fixed: Middle mouse panning issues near map edges
Fixed: Camera panning issues while placing buildings
Fixed: Certain sounds ignoring volume settings
Fixed: Construction sound now modulates correctly
Fixed: Brood Worms spawning on boss eggs
- FixedReduced-cost buildings now sell for less as expected
Fixed: Music no longer resets after muting
Fixed: Flying bosses no longer produce footstep sounds
Fixed: Delay in tower reacquisition after enemy kill
Source
Changelog.gg summarizes and formats this update. How we read updates.
