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➡️ [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

  1. Defend the Core in the castle courtyard. If its health reaches 0, the run ends.
  2. Farm enemies to earn $ and materials. Spend $ in the main Shop for raw stats.
  3. Unlock the Mine (passive ores) and Bank (passive $) for long-term scaling.
  4. Open Gold Crates and Pandora's Boxes near the chest area for big spikes of resources – or risk.
  5. Use Crystals at the Ascension area to permanently boost your Luck and unlock higher “Prestige Levels”.
  6. 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.

f\left(x,m_{0},m_{1},s\right)=\frac{2\left(m_{1}-m_{0}\right)}{1+e^{-s\left(x-1\right)}}-m_{1}+2m_{0}

  • x 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.
  • m_0 is the base chance (in %) at Luck = 1.
  • m_1 is the asymptotic chance (in %) as Luck → ∞ for that event (before any extra scaling like player-count modifiers).
  • s is a stretch factor that controls how quickly the curve ramps up with Luck. Larger s 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 m_0 m_1 s
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.

The newest version (3.3.5) was released on: 26. Feb. 2026
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