Elemental War - The next level of Tower Defense games
Elemental War takes Tower Defenses to a new level with exciting multiplayer matches, dozens of hours of singleplayer gameplay, and lots of indie love!
Are you ready for the next level of Tower Defense games?
Epic multiplayer battles (PC only)
Whether it’s 1-on-1 or team-on-team: in the fast-paced multiplayer duels, every decision counts! While you’re constantly sending monster troops to your opponent, you can’t neglect your own defense. Witch each level up you can choose from dozens of skills to best support your playing style.
Endless singleplayer gaming fun
Three innovative game modes, five difficulty levels, seven scenarios, countless maps and enemy types – the single player offers you everything you need for long-term gaming fun. Compete in rankings with your friends and players from your city, your country and the whole world – and check out how the best play via detailed rankings.
Easy to use level editor
Create your own maps in the included editor and publish them with one click so everyone can play them!
- 65 different towers from a Ballista to a Volcano
- 3 singleplayer modes: Classic Mode, Survival Mode, Hero Mode
- 47 items from a Mithril Chassis to Deadly Poison Bombs
- 48 monster abilities from Gold Rush to Invincibility
- 7 settings from desert to ice world
- 21 different skills in multiplayer with multiple upgrades (PC only)
- 107 different monsters containing 21 elementals
- 20 quests for bonus items in Hero Mode
Microsoft Store (Windows, Xbox): https://www.microsoft.com/de-de/p/elemental-war-td/9N7QLVBTSML1
Based in Erlangen, Germany
October 18th, 2018 (Early Access, PC)
July 19th, 2019 (Full Release, PC)
December 16th, 2020 (ID@Xbox)
May 21st, 2021 (PlayStation Store)
February 3rd, 2023 (Xbox Series X|S, PlayStation 5)
Windows, Mac, Linux, Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5
USD 14.99, EUR 14.99
Steam, itch.io, Xbox & Windows via ID@Xbox, PlayStation Store
QTTT – Questions To The Team
What is the idea behind a tower defense?
In a tower defense it’s your goal to keep waves of enemies that are becoming stronger and stronger from reaching their target point by building defensive works in a clever way. In Classic Mode that goal is reached after 60 enemy waves. The defense towers grow stronger through upgrades – but these upgrades in form of elements must be taken first from the strongest opponents of all, the elementals.
What makes Elemental War different from previous TD games?
The heart of Elemental War is the Hero Mode. It offers randomly generated enemy waves with every wave getting a special ability. These abilities give enemies advantages (e.g. regeneration, more defense, temporary invincibility) or disadvantages (e.g. enemy becomes slower or weaker). To be able to fight against these abilities more easily it counts for the player to get items. Those are randomly awarded for beating elementals or can be discovered on the map. Items can globally decrease monster/improve tower attributes, trigger special effects (e.g. more gold), contain active abilities or be equipment for towers, that can’t improve towers just a little, but also give them completely new abilities. The most powerful items can be unlocked via quests – tasks that can be mastered with luck and skill.
That way every round in Hero Mode is different to the previous one, the player gains his own item portfolio and stays motivated for many hours and rounds.
What was the process of creating the game like?
Elemental War actually was already released – and that was 2010 as modification for the RPG Gothic II. While the years passed with the development of other projects and games the wish grew to further develop the game on a more flexible engine and redesign it to become a standalone game.
Today’s version has almost nothing in common with the original version. The feedback of thousands of players and own ideas led to the tower defense we imagined.
How long does the team already exist? Of how many members does it consist? Who else is part of the development?
The company Clockwork Origins is young – the official foundation was in April 2018. But Daniel Bonrath already worked on the project since 2015. Since beginning of 2018 he is supported by Sebastian Frenzel (Marketing, Distribution) and the 3D artist Carsten Roosen. Responsible for GUI, logos and textures is the freelancer Paweł Koszyk, the character illustrations were done by Benjamin Urban.
Daniel Bonrath and Sebastian Frenzel first met 2007 in the modding scene of Gothic II and released several modifications that are known for their creativity. Biggest project was Xeres’ Return, one of the biggest modifications that have ever been released for Gothic II.