Casting a forbidden spell the young apprentice opened a dimension gate through which deadly monsters now enter our world. Can you team up with a cowardly goblin, a dreamy warlock and a self-proclaimed expert to be able to stop the creatures? Or more precisely: Are you ready for the next level of tower defense games?
- Three different game modes: Classic Mode, Survival Mode, Hero Mode
- More than 50 items and monster abilities in Hero Mode
- 6 settings from desert to graveyard
- Rankings: detailed leaderboards of players based on city, region and country
Based in Erlangen, Germany
October 18th, 2018
Windows, Mac, Linux
USD 14.99, EUR 14.99
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 works 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.