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          Patch note v0.7

          Patch note v0.7

          Nearly there!!

          Nearly there!!

          Patch note v0.62

          Patch note v0.62

          RECENT NEWS

          Featured Posts
          Dev Blog: Week 24 Act 2 incoming!

          Dev Blog: Week 24 Act 2 incoming!

          Major Patch 0.5 Hell has arrived

          Major Patch 0.5 Hell has arrived

          Patch 0.31 - "Fearlessly Forward"

          Patch 0.31 - "Fearlessly Forward"

          Hell Warders Greenlight Announcement

          Hell Warders Greenlight Announcement

          Recent Posts
          Patch note v0.7

          Patch note v0.7

          Nearly there!!

          Nearly there!!

          Patch note v0.62

          Patch note v0.62

          Act 3 released

          Act 3 released

          Patch note v0.6

          Patch note v0.6

          Patch note v0.52 & hotfix v0.53

          Patch note v0.52 & hotfix v0.53

          Dev Blog: Week 9 - Back to Classic TD

          Dev Blog: Week 9 - Back to Classic TD

          HELLLLLLLO! It is me Godboy again!! After last week's discussion and development, we have some adjustment made and going down a straight road. Firstly, light source building restriction mentioned last week's dev blog. We have tried this building restriction but the overall feeling is a bit tedious and not that suitable for a 3D action game, we are pretty sure it will work if it is a top-down tower defense game. Secondly, removing blockades & reducing the smartness of monsters
          Dev Blog: Week 8 - Light source building?

          Dev Blog: Week 8 - Light source building?

          Hello hello!! It's me again with the week 8 development blog, this week we spent some time relocating our studio and discuss the future changes of the game. Firstly, we have tried unit-count system which may not be the best resource management for our game, as unit-count may hinder and difficult to balance during progressing character level. On the other hand, we tried a new method of resource management which is a traditional "Mana Crystal" which you gain over-time and kil
          Dev Blog: Week 7 - Tower & Quest drafted

          Dev Blog: Week 7 - Tower & Quest drafted

          Thank you for reading this week's development blog! After a long week of development, the first draft of tower loadout and quest system are finally complete!! I can tell you that both systems complement each other very well, I am excited to show this system to every one of you!!! Now we have to start balancing the both system and improve UI & UX of them. Buying towers & personalize your own tower loadout. There will be a specific amount of resource per quest (starting resourc
          Dev Blog: Week 6 - Tower Loadout (10/7/2017)

          Dev Blog: Week 6 - Tower Loadout (10/7/2017)

          Welcome again to the weekly development blog of Hell Warders. This blog will be about the progress of Tower Loadout system. We have finished the Quest and Missions system previous week and continue to create various kinds of quests. Tower loadout system is a total revamp of our game-core, which will replace the picking of Spirit Orb. This tower loadout system in-game will be similar to Dungeon Defenders or Orc Must Die. Additionally, we provide a way more depth about it.
          Week 5 - Quest & missions (3/7/2017)

          Week 5 - Quest & missions (3/7/2017)

          Thank you for reading the weekly development blog of Hell Warders. This week we brought you an update on quest & missions Currently, we nearly finish the quest and mission system and developing different types of quest. It will be similar to the game Monster Hunter where you accept a quest and head out and fight. Although we do not have their "semi-open" world, it is still tower defense with a similar feeling. There will be different tiers of quests which players can progress
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