EviSystems Logo

TD Master Devlog #2 – Levels, Performance, and Expanding the Battlefield

May 3, 2026

TD Master Devlog #2 – Levels, Performance, and Expanding the Battlefield

Welcome back to the TD Master devlog.

Development has now shifted from building core systems to refining, expanding, and stabilizing the full game experience. The focus has been on completing levels, improving performance, and addressing feedback from the demo and beta testing.

Level completion and pathfinding

A major part of the recent work has been finishing levels and ensuring that enemies navigate them correctly.

This includes decoration, layout adjustments, and extensive work on pathfinding. As levels have become more complex, ensuring stable navigation across all areas has been critical.

Several issues discovered during playtesting such as enemies getting stuck, walking through walls, or spawning outside the playable area—have now been resolved.

Performance improvements

Performance has seen a significant boost across the game.

This has been achieved through a combination of:

In addition, camera-based occlusion has been applied across all levels, reducing unnecessary rendering and improving overall responsiveness.

Screenshots

Gameplay and difficulty

Core gameplay has continued to evolve.

Enemy pathing and targeting logic has been improved, making their behavior more reliable and challenging. At the same time, overall difficulty has been increased to better match the growing number of tools available to the player.

Wave and enemy counts on early levels have been rebalanced to create a smoother progression curve.

Level selection redesign

The level selection system has been completely redesigned.

The previous horizontal slider has been replaced with a map-based interface, giving a clearer overview of progression and making it more intuitive to see which levels are locked or unlocked.

This change helps reinforce the sense of progression and ties better into the overall game structure.

New content

A large amount of new content has been added during this phase.

Enemies

The enemy roster has expanded significantly, introducing more variation in behavior and difficulty:

Player weapons

New weapons have been introduced, including faster and more powerful melee options such as daggers, short swords, and long-range swords.

These additions give the player more flexibility in how they support their defenses.

Traps

Several new traps have been added:

These expand both strategic depth and build variety.

Playtest and beta improvements

A large number of fixes and improvements have been implemented based on playtesting.

Some highlights include:

Level-specific fixes have also been extensive, including:

What comes next

With levels nearing completion and systems stabilizing, the focus is shifting toward:

The focus now is on making everything feel cohesive, responsive, and rewarding to play.

Thanks for following the project.

← Back to Dev Log