➡️ [NEW] TOWER DEFENSE - V3 ⬅️
TOWER DEFENCE V3.3.5
Classic Tower Defence on Eichenwalde with a clean HUD, scaling difficulty and deep progression.
Defend the Core against escalating waves of bots, invest in the Shop, Mine and Bank, roll the dice on Pandora’s Boxes and the Forge, and
Ascend with Crystals for permanent power.
How to Play
- Defend the Core in the castle courtyard. If its health reaches 0, the run ends.
- Farm enemies to earn $ and materials. Spend $ in the main Shop for raw stats.
- Unlock the Mine (passive ores) and Bank (passive $) for long-term scaling.
- Open Gold Crates and Pandora's Boxes near the chest area for big spikes of resources – or risk.
- Use Crystals at the Ascension area to permanently boost your Luck and unlock higher “Prestige Levels”.
- Use the Forge to roll Rings (percent buffs) and Charms (unique passives) that massively change your build.
Key Features
- Stat Shop: Buy upgrades for Damage, Health, Healing, Damage Reduction and Movement Speed.
- Mine & Bank: Two separate passive systems that generate ores and money over time and can be upgraded.
- Risk / Reward: Pandora’s Boxes with clearly defined good/bad tables and a global Luck system.
- Forge: Rings with rarity tiers and scalable percentages, plus Charms that change how you play.
- Ascension: Crystal-based permanent Luck gain and higher Prestige for long-term progression.
- Waves: Different enemy archetypes and periodic boss waves with scaling health and damage.
Other Gameplay-Related Information (Settings, drop rates, Luck, etc.)
Workshop Settings
All of these settings are exposed as workshop options. They are read directly by the mode and affect scaling, pacing and difficulty.
| Setting | Default Value | Possible Values |
|---|---|---|
| Game Mode | 50 Waves | Infinite, 30, 50, 70, 100 Waves |
| Core Starting Health | 20 | 10 – 50 |
| Time Between Waves | 90 s | 60 – 180 s |
| Earnings Multiplier | 1.0× | 0.5 – 2.0× |
| Late Joiner Catchup Factor | 1.0× | 0.5 – 2.0× |
| Difficulty Preset | medium | grow up, easy, medium, hard, impossible |
| Max Mutated Waves per Boss Cycle | 2 | 0 – 4 |
| Server Load Minimum | 215 | 0 – 255 |
| Server Slow Amount | 15 | 0 – 100 |
Pandora's Box
Pandora’s Boxes only drop from eliminations. Opening rolls a Luck-based chance between a Good Outcome and a Bad Outcome (see the Luck section for exact behaviour). Each outcome then branches into several fixed sub-effects with fixed relative probabilities.
Good Outcome – Sub-Effects:
| Effect | Probability |
|---|---|
| $ | 28 % |
| Stat Buff (+5) | 26 % |
| Scrap | 16 % |
| Luminite | 16 % |
| Gold Crate(s) | 12 % |
| Crystal (+1) | 2 % |
Bad Outcome – Sub-Effects:
| Effect | Probability |
|---|---|
| Burn (10 s) | 27 % |
| Stat Nerf (-5) | 25 % |
| Hacked (10 s) | 20 % |
| Scrap (+1) | 6 % |
| $ (+1) | 10 % |
| Random Teleport | 4 % |
| Nothing | 8 % |
Note: Your Luck only decides how often you see a good vs. bad outcome. Once an outcome is chosen, the sub-effect probabilities above are fixed and do not depend on Luck.
Passives (Mine + Bank)
The Mine and the Bank are two separate passive systems you upgrade in the Passives area. Both are unlocked with $ and then upgraded using the materials they generate/consume.
Mine
The Mine costs 300 $ to unlock. Once unlocked, it generates Ore over time and stores it up to its maximum. You can collect stored Ore at the Mine (reload key) to roll it into Scrap, Claystone, Luminite or (rarely) a Crystal.
- On unlock: Mine Amount = 1, Mine Time = 60 s, Max Storage = 1.
- Generation: every Mine Time, stored Ore increases by Mine Amount (up to Max Storage).
- Efficiency ring: the Ring of EFFICIENCY speeds up passive timers.
Mine upgrades (deterministic, no success/fail):
- Mine Time: -1 s (costs Scrap; cost scales with current Mine Time).
- Max Storage: +1 (costs Scrap; cost scales with current Max Storage).
- Mine Amount: +1 (costs Scrap; cost scales heavily with current Mine Amount).
Collecting from the Mine: Each stored Ore is rolled into one material using internal rarity weights. (Luck affects these weights and the rolled amounts.)
| Ore | Probability (Luck = 1) | Amount (Luck = 1) | Use- | Cases | |||
|---|---|---|---|---|---|---|---|
| Core | Mine | Bank | Forge | Ascension | |||
| Scrap | 42.9 % | 155 – 500 | x | x | |||
| Claystone | 27.8 % | 33 – 78 | x | ||||
| Luminite | 27 % | 10 – 20 | x | ||||
| Crystal | 2.3 % | 1 | x |
Bank
The Bank costs 300 $ to unlock. Once unlocked, it periodically grants you money automatically.
- On unlock: Bank Payout = 50 $, Bank Time = 45 s.
- Payout: every Bank Time, you gain Bank Payout $.
- Efficiency ring: the Ring of EFFICIENCY speeds up passive timers.
Bank upgrades (deterministic, no success/fail):
- Bank Payout: +50 $ (costs Luminite; cost scales with current payout).
- Bank Time: -1 s (costs Luminite; cost scales with current time).
The Forge
The Forge generates four items per run: two Rings and two Charms. You pick exactly one item to equip. Forging has a Scrap cost that increases with each run — unless you have the Charm of Indecision, in which case the cost will not increase. If you have the Charm of Mastery, the Forge also generates a fifth extra option to choose from.
Rings come in Levels I–V. The range of possible Ring levels depends on your Prestige, and higher Luck slightly shifts the odds toward higher Ring levels.
Rings (values by level):
| Name | Effect | I % | II % | III % | IV % | V % |
|---|---|---|---|---|---|---|
| Defence | your received stat can be upgraded x % lower | 3 | 6 | 9 | 12 | 15 |
| Efficiency | passives work x % faster | 4 | 8 | 12 | 16 | 20 |
| Energy | final blows charge your ult by x % | 0.5 | 1 | 1.5 | 2 | 2.5 |
| Grounding | receive x % less knockback | 10 | 20 | 30 | 40 | 50 |
| Knockback | deal x % more knockback | 10 | 20 | 30 | 40 | 50 |
| Overcharge | ult charge starts at x % | 5 | 10 | 15 | 20 | 25 |
| Prestige | ascending adds additional x % to your luck | 3 | 6 | 9 | 12 | 15 |
| Profit | earn x % more $ from eliminations | 3 | 6 | 9 | 12 | 15 |
| Reaping | gain x % lifesteal | 5 | 10 | 15 | 20 | 25 |
| Refunding | refund x % more at the forge | 9 | 18 | 27 | 36 | 45 |
| Thorns | reflect x % of raw damage back to enemies | 5 | 10 | 15 | 20 | 25 |
| Uptime | reduce respawn time by x % | 10 | 20 | 30 | 40 | 50 |
Charms:
| Name | Effect |
|---|---|
| Automation | gold crates are opened automatically |
| Bloodlust | fully charge your ult halfway through each wave |
| Combat | melee kills guarantee an item drop |
| Encouragement | gain a random stat buff after every wave |
| Indecision | forging costs will not increase anymore |
| Leaping | you can double jump |
| Mastery | forging will generate a fifth item to choose from |
| Mending | earn $ from healing allies |
| Productivity | mined ores are collected automatically |
| Resilience | bad outcomes of pandora's boxes will not affect you |
| Teleportation | gain the ability to teleport to all areas |
| Tribute | get an extra gold chest after every wave |
Achievements
There are six gameplay achievements. They are tracked per player and can be viewed in the overview page. Each one has a clear requirement; completing all of them grants an extra Luck bonus (see below).
| Name | Requirement |
|---|---|
| Boxing | Get a final blow with your melee attack |
| Smarter not Harder | Score an environmental kill |
| No Help | Get a solo kill |
| Final Final Blow | Land the final blow on the last enemy of a non-boss wave |
| Immovable Object | Max your received stat |
| Unstoppable Force | Kill 200 enemies |
All achievements unlocked: When a player has all six achievements completed, that player gains a permanent +10 Luck bonus.
Mutated Waves
Mutated waves are a random twist that can happen instead of standard waves. When a mutation triggers, the entire next wave gets a mutation type. Mutations can only appear after Wave 5, they do not happen on boss waves, and the mode also prevents back-to-back repeats of the same mutation.
How often can they happen? After Wave 5, each non-boss break rolls a mutation with a probability of roughly 22.75 %, increasing with difficulty and waves. It caps at 33 %. The Workshop Setting "Max Mutated Waves per boss cycle" defines how often these mutations can occur within 5 waves (one "boss cycle").
| Mutation | What it does |
|---|---|
| Exploding | Enemies explode on death, damaging and knocking back players nearby |
| Nano'd | Enemies are nano-boosted: they deal more damage and take less damage |
| Reborn | Enemies have two lives. After their first "death" they will fully heal and get back up at that exact location |
| Reaping | Enemies heal for a portion of the damage they deal (lifesteal) |
Side effects during a mutated wave: Wave rewards use a 1.5× earnings multiplier and increase drop chances of ores and chests on elimination.
How Luck Affects Drop Rates
Have I overcomplicated things unnecessarily? Maybe. Have I put way too much time into this? Definitely.
This is the global formula for calculating chances based on a player's Luck parameter. It returns the probability (in percent) for any Luck-affected event to happen, given that player’s internal Luck value. It is implemented in code and used for all events listed in the table below.
-
is the player’s Luck, starting at 1. Internally it is stored as a decimal (e.g. HUD value 165 = internal value 1.65). Above roughly 3.5, increases give diminishing returns.
-
is the base chance (in %) at Luck = 1.
-
is the asymptotic chance (in %) as Luck → ∞ for that event (before any extra scaling like player-count modifiers).
-
is a stretch factor that controls how quickly the curve ramps up with Luck. Larger
means the probability grows faster when you increase Luck.
Concrete parameters per event (as used in the current code): Some events also apply extra internal scaling (for example, based on player count); the table lists the base parameters before such scaling.
| Event |
|
|
|
|---|---|---|---|
| Pandora’s Box – Good Outcome | 50 | 89 | 1.95 |
| Pandora’s Box – Bad Outcome¹ | 50 | 11 | 1.95 |
| Earning Materials on Elimination | 10.5 | 17 | 1.85 |
| Earning Chests on Elimination | 6.7 | 10 | 1.85 |
¹ “Failed” probabilities are the complementary event of their “Successful” counterpart and are not directly hard-coded, but follow from the same formula.
Controls
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Source code
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27 Comments
I can't skip using the f key, is there an alternative? I've tried switching heroes, but it doesn't work.
You have to do the mini tutorial with the Toggle description first. Hold R and use left/right click and go trough all inventory pages. Afterwards you can skip
Hi, I also cant skip... The popup at the top says press F to skip, ie my interact key but it does nothing. I also cant use R on the items around the map. It makes it unplayable. Idk if im doing something wrong but nothing works except for the shop when I click. Idk i really want to play it but bc of this i cant
You have to do the mini tutorial with the Toggle description first. Hold R and use left/right click and go trough all inventory pages. Afterwards you can skip
Anyway to prevent getting kicked to the menu after a long game time 🥹 seems after an hour I’m forced to restart.
I want to add that I love this mode so much!!! It’s so much fun! My friends and I have spent many hours playing this, thank you so much!
Hey man, love the mode, would be wonderful if you could fix this bug that prevents skipping when solo, like it just doesn't register that your pressed interact. Makes it really hard to play for a long time solo.
You have to do the mini tutorial with the Toggle description first. Hold R and use left/right click and go trough all inventory pages. Afterwards you can skip
Hey, sorry for the late answer (just got done with exam season), could you elaborate on this bug? I wasn't able to recreate it so far. When does it occur? On which heroes? If this indeed happens, I do want to fix it so please let me know :) Also make sure you're playing on the newest version, because I think there was this kind of a bug a few versions ago.
Anyways, thanks for the feedback!
Heya love the game mode. Played it so much, i just post some stuff i like about it and maybe some changes.
I was playing the infinte mode up to level 180 before the server closed. There is a glitch where when your mine is producing to much it will boot you out of the game which i think relates more to the times per second then to the amount. I have always edited the ascend animation to be just one frame because up to a certain point the animation takes more time that i farm more crystals during it. being able to spend more then one crystal at a time would be awesome. and being high level the tradeing scrap also takes super long since you have to click each time. a spend all option would be sweet there too. maybe some edits could be made to some ults like symetra to be able to last forever (maybe as a charm) or have more then 4 tourrets or even more then one person playing the same character since symetra and torb are the best (other then hog for bosses)
im not so familliar with workshop so i couldnt figure that much out to edit but ive noticed that waves are bigger with more players, maybe the difficulty could be set up that i can have big waves like when 6 players are in the game while just being 1 or 2 in the lobby. i really liked the upgrate that you could get more then 1 charm and ring, but why stop there and not make it so you can get everything with high ascend level.
anyway awesome mode that i spend way to much time on!
Hi!
That's really nice to hear. I honestly never thought anybody would play the mode that far so I never really considered what happens that late into the game. But it's good to hear people get to that point so props to you!
To your other points:
Thank you for your feedback, that always helps a lot and I'm glad you're enjoying the mode!
hey thanks for the fast reply im so happy! Thanks for clarifying and making the effort explaining what part of my cooked ideas are actual feasable. Dont worry about my servers crashing, i know thats bound to happen but it was entertaining to see how far it could be pushed.
Love this game. I only found it randomly whilst trying to test my mic out. I ended up spending around 2+hours playing this, this morning. I was really hoping to stay till level 50. Took me an hour or so before I realised how to prestige.
I did randomly get booted from the game for some reason, I couldn't tell you why. Perhaps the owner left.
Anyway. Big thumbs up.
Hey i dont know if it is even possible but that would be funny to add stadium upgrades . But beside that i havent had this fun in a while in the workshop. Keep going like that
Hi! Sadly, Stadium Upgrades are not implementable in this mode.
I'm glad you're enjoying it, though!
I love the UI improvements from v2, BUT sadly it's a bit too easy I'd say? A few things I liked in v2:
Overall lovely mode! props to you
Hey, thanks for the feedback!
If it helps, there are options I added in the workshop settings screen, that allow for infinite waves or harder difficulty (you could also change earnings multipliers and stuff, if you want). The combat side of things is something I want to improve on in the next upgrade, though. So you can expect more on that in the future :)
I don’t know how it works, but is it possible for u to make it playable on other maps? Or is that just not possible?
Hi! Yes, that is possible and currently on my to do list. Do you have any specific maps you'd like to see?
Hello ! We love to play this tower defense, plz continue to update ! We have a lot a fun, thx man !
Hey, thanks for the feedback!!!
I still have a lot of ideas so updates will keep on coming ;)
hey this gamemode is the best tower defense yet for OW so I'd like to say Im impressed and thanks for making this! I have a couple things:
tower defense V2 had a soft ending open to endless mode. I personally enjoyed that more, my first time on V3 the game ended at round 50 and I was bummed.
more maps. the description says its on Kings Row which had me super hyped only to realize its on Adlersbrunn. This makes me want a Kings Row version! perhaps the final push at the end of the map would make for a great path. Junkertown has some good areas.
some type of feature that actually relates to a tower defense. what if you had a torb turret pre-positioned on the field that you could spend money on to upgrade its stats and give it abilities? or if you could buy bot teammates, place them on the field and upgrade them in the same fashion. (idk how difficult these are to implement they're just ideas)
Anyways thats off the top of my head great job with the gamemode and props for F for abilities as well that gamemode is also a banger.
hey, thanks for the nice words and for the feedback, too!
Thanks for the feedback, I always love to hear new ideas and suggestions!
P.S.: lol, the F To Shop mode was what got me started with the workshop, but I haven't touched it since OW1 (it's probably pretty buggy by now i assume). Glad you enjoy it though!
How you doing? Hey, how’s it going? During boss waves, sometimes only three bosses spawn and then nothing else happens — the game just stops progressing. It doesn’t move on to the next wave, and no more mobs appear. I’ve had this happen a few times, and it’s ruined 30+ minute runs. Any idea how to fix it?
Hi, what version did you play on (top right corner of your screen)? I've had that bug too, but in the newest version (3.1.0) it should be fixed. Make sure to use the import code (ZYZSN) to get it. Either way, thanks for the feedback! If it still persists I'll have another look at it.
Hello, I'm a Korean developer. Is it okay to translate this mod and put out a Korean version?
Sure, no problem! Just make sure to credit me appropriately :) Do you work with OverPy? I can send you the OverPy-Code. That might be easier to work with than the raw Overwatch Workshop Code.
thks :)