SPSTEAMPULSELIVE ANALYTICS
CreepWars TD

CreepWars TD Steam news

Sceptical Orange | Sep 3, 2020 | game

Released

0players observed · 25 September 2026 - 19:18:59 UTC

CasualIndieStrategySteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak2
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score82% positive

CreepWars TD news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak2
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score82% positive
  • Total reviews34
  • Release dateSep 3, 2020
  • DeveloperSceptical Orange
  • PublisherSceptical Orange

Genres: Casual, Indie, Strategy

Company pages: Developer: Sceptical OrangePublisher: Sceptical Orange

Top Steam chartsTop 100 gamesGame directorySteam Store page

CreepWars TD Steam news

CreepWars TD news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Patch 1.0.3 - 27 May 2025

    🛠 Patch for CreepWars TD A new patch is live – fixing several bugs and improving the overall gameplay experience. Thanks for your continued feedback and support! 🐞 Bug Fixes Path visualization has been fixed – paths are now displayed correctly again. Fun Map "Octobeerfeast": Fixed a game-breaking bug that caused the game to crash. Fun Map "Circle": Fixed a bug with range visualization. Undead Monstrosity (Level 4): Fixed issues with sound and attack behavior. ⚙️ Gameplay Changes Speed adjustments now apply to all difficulty levels. Scroll area in "Human Level 1" has been increased – giving you more room to maneuver. Enjoy the game – and as always, I’d love to hear your feedback! Cheers, Christian

  • Steam Tower Defense Festival UPDATE - 29 July 2024

    Hello everyone I have developed a new Undead campaign for the Steam Tower Defense Festival. You can now play the first level "Underground Ritual". The new campaign also introduces a new game mode in which there is no set number of lives, but a main building must be defended. The opposing creeps run to the end of the path and then attack the next tower or the main building. If you like it, please let me know. I am currently planning another 4 new levels. Have fun with the new faction!

  • Update 1.0.2 - 24 June 2022

    Hi everyone, Please find the devlog of this update here: Changes: - Mage projectiles target a new enemy after missing Fixed Bugs: - Weird projectile behaviour Thanks for playing!

  • Hotfix 1.0.1 - 22 April 2022

    hi everyone, Unfortunately there were some bugs in the release version. I hope I fixed most of them with this hotfix. Please let me know if you found other bugs or if you have suggestions to improve the game! Fixed bugs: - Summoned skeletons move weird - Monstrosity twitches - Broken win menu in the Halloween fun map - Summoned skeletons can climb the hill on the left in the Halloween fun map Sorry and thanks for playing

  • CreepWars TD 1.0 released - 15 April 2022

    It's done, I finally pushed the button to release CreepWars TD 1.0 and end the Early Access! Thank you all for your help to get the game to this point! A new trailer can be seen here: Time to celebrate! I have discounted the game for the next weeks! Thanks for playing

  • Pre-Release Patch 1.0 - 5 April 2022

    Hi everyone, This is the pre-patch for the release on april 15th. Please feel free to report any bugs and let me know if you like the changes. Update: - Added difficulty settings - Added possibility to hide dialogues - Added ingame graphics settings - Ingame UI update - Selection rectangle grey instead of green - Maceman and Paladin now stun - Handle death of creeps better (maybe for future features) - Circular selection UI at selected entity - Ingame sound adjustment - Remove tooltip "free unit" from creeps - Adjusted camera restrictions - Added end of path visualization - Updated the main menu - Updated / added short keys - Changed grass texture - Updated all unit icons - Amount of waves is now indicated next to the wave count - Added footprints - Updated waves in human level four Fixed bugs: - Rotation bug of Monstrosity - Adjusted range tower positions in human level five and six -…

  • Devlog #04 - 26 March 2022

    Hi everyone, I am sorry that I haven't posted here as frequently. That was because I decided to document the completion of CreepWars TD in the form of a devlog on YouTube. If you followed the content here, you might want to skip the summary: From then on I documented all progress in the respective videos: I will still document the changes in a patch note when I upload a new version to summarize the changes for you guys. I will also post every new devlog here from now on. Thank you for playing!

  • Update 0.1.1. - 4 December 2021

    Hey everyone, This is just a regular update to polish the game. Balancing: - Human campaign level 1-4: path optimization - Human campaign – bonus level: time between waves increased (from 5 seconds to 20 seconds) - Fun-Map Shrunken Feast: Melee tower moved closer to path Fixed bugs: - Human campaign level 3 wave 12: Creeps falling from bridge (wave couldn’t be finished) - Human campaign level 4: Farmhouse model changes on zoom - Human campaign level 6: creeps don’t reach end of path - Human campaign bonus level: last wave monstrosity walk backwards - Sell mark on paladin (skull) always visible - Creeps fight tower bug (human creeps sometimes started to fight tower) - Rotation bug - Maceman dealing no damage - Minimap icons in Fun-Maps Misc.: - New mouse pointer icon Thanks for playing

  • Free Demo of CreepWars TD now available - 13 November 2021

    Hi there, I am proud to announce that we finally got a free demo version of CreepWarsTD ready for you. Please don't hesitate to give it a try! You can play the tutorial The first level of the human campaign And the Halloween-Fun-Map I hope you enjoy it! Thank you for playing, Christian

  • Devlog #03 - 6 November 2021

    The last month has been very busy. I finally managed to release a new Update including most of the announced and some unannounced new content/modifications like: - Bonus level for the human campaign - Update of the level selection menu (Funmaps and Campaign) - New HUD - Minimap The unannounced change was the overhaul of the level selection. I wanted to include a short description for the Funmaps as well as a label for the campaign level. I think this makes it much clearer what the level is about. With this update I unfortunately produced a bug by implementing the minimap (mainly at the Funmaps) which broke the UI so that it was impossible to build tower. I fixed that by reconfiguring the minimap camera in the affected maps. Sorry for that! After that I started to overhaul the steam page. I have created a new eartly access trailer: I took new screenshots: And I have redone the “About” se…

  • Hotfix 0.1.0.1 - 24 October 2021

    Hello, everyone, During the last update a bug crept in which caused parts of the UI to not be displayed correctly. I fixed the bug today. Thank you for your understanding.

  • Update 0.1.0 New Map and HUD overhaul - 23 October 2021

    Hey everyone, I have implemented most of the mentioned changes from the last two devlogs. Update 0.1.0 includes: - Bonus Level for Human Campaign - Redesign of the main level menus (funmaps and campaign) - New HUD - Minimap Bugfixes - Fixed a bug where units get stuck in Lvl 3 - Fixed a bug where footman deals damage before animation I hope you like the new version. Thanks for playing

  • Devlog #02 - 5 October 2021

    Hello everybody, Welcome to CreepWars TD's second devlog. For the last four weeks I have been working intensively on the revision of the UI. I got active support from Maxim Dobroshtan. Together we developed several designs for the in-game HUD. Here the "old" status: At the last Devlog I showed you the first sketch for the new HUD: Maxim then created the graphics in more detail and the result looked like this: I really liked the buttons on this design. The background on the other hand had a relatively wide border that unnecessarily covered much of the field of view. So I replaced the background graphic with a scaled button graphic: At the same time, I came up with the idea of ​​making the task panel translucent to not unnecessarily restrict the view as the panels already take up a large part of the screen. After a short review we sketched this design: We liked that so much that Maxim dre…

  • Devlog #01 - 30 August 2021

    Hi everyone, Welcome to the first devlog of CreepWarsTD. In the past I have only posted Devlogs on Twitter and Facebook but I figured that it would be much better to post them where you are ːsteamhappyː So for the "older devlogs" feel free to visit Twitter: https://twitter.com/OrangeSceptical or Facebook: https://www.facebook.com/ScepticalOrange It's been a while since the last update. Unfortunately I had some data loss. But I am back on track now. I have implemented a minimap in the lower right corner. You can click it to jump to every point on the map. It will be included in the next update. I also decided to add another level to the human campaign. This level will also be included in the next update. Here is a little sneak peak: The second campaign will include some indoor levels. For one of them I have designed a lava/fire area with a Lavaelemental. https://youtu.be/XcqhUMrBAhg I've…

  • 444 days of development: CreepWars TD - 30 March 2021

    The consistent and structured development of CreepWars TD started in January 2020. In 2019 I loosely programmed prototypes for different types of games following several tutorials. During this time I also started to mess around with asset packs from the unity3d asset store. While at the university I really loved playing custom TD maps from Warcraft 3, so the idea of creating my own tower defense arose very fast. Getting deeper into the development, I was not very pleased with the TD templates I found. But since on the other hand my skillset was not yet that advanced, I thought that it would be a good idea to start with a real time strategy (RTS) template, which offers much more functions and then modify it to a TD game. (Which in my mind is a similar approach like creating TD Mods for great titles like Warcraft 3 or Dota 2) This approach seemed to be very programming heavy but it would…

  • Update 0.0.9 optical overhaul of the human campaign - 10 March 2021

    Hi there, To make the scenery feel more alive I have created new tree models which are moving in the wind. I have decided to replace all the old tree models with those new ones so I went trough all existing levels replacing the trees. While doing so I also modified parts of the terrain and some props to slightly overhaul the whole look of the existing maps. Before: After: I have also reached out to Maxim Dobroshtan, a 2d concept artist, to create the key art for the game. So far he made the new Cover art for steam: And the new logo: Please let me know if you like the new style of the environment. Thanks for playing!

  • Update 0.0.8 - 28 November 2020

    Hello there, With this update I added the last level of the human campaign. The high priest Locath finished his ritual and is now able to summon powerful allies. Additonaly I added an infobox with the armour type of the next wave. I also fixed the map "Circle Map" by adding a new navigation system for creeps to prevent them from getting stuck. Thank you for playing!

  • Halloween Update 0.0.7 - 31 October 2020

    Hello everybody, In this update you can play as the undead for the first time in the fun map "Halloween". These are part of the new campaigns that I am currently preparing. I would be happy if you extensively test the game mechanics of the undead and give me feedback. In addition, the following changes have been implemented: - Tier 4 units: These units have an additional special attack - Damage over time attacks - Attack switch: The possibility to switch between primary and secondary attacks has been implemented - 13 new units, two new base towers - Halloween Fun Map Thank you for playing! I look forward to further feedback.

  • Hotfix 0.0.6.1 - 21 October 2020

    Hello everybody, A bug crept in during the last update that resulted in no waves being spawned in the tutorial and main menu. I fixed the bug today. Thank you for your understanding.

  • Early Access Update 0.0.6 "Octobeerfest" - 16 October 2020

    Hello there, in Valfordia the famous "Octobeerfest" is currently taking place. Hordes of thirsty and excited creeps are entering the marquee in order to get a sip of the beer. WIth this fun map you will also get a first glimpse of an soon to be intruduced new faction. Additionally following changes were implemented: - UI adjustement to different resolutions - more waves in the human campaign (lvl. 1-3) - fix of some grafic glitches - corretion of some typos - tooltip mage lvl. 3 damage value corrected - reselling value of the units adjusted Thanks for playing! I am looking forward to more of your feedback.

Patch notes and updates

S.noRelease datePatch nameGID number
127 May 2025Patch 1.0.31800357164564992
224 June 2022Update 1.0.24474904295733390597
322 April 2022Hotfix 1.0.14348797798079067972
424 October 2021Hotfix 0.1.0.14103335143117112938
521 October 2020Hotfix 0.0.6.13895010671334529598
620 September 2020Hotfix 0.0.5.13819572206279490009
719 September 2020Early Access Update 0.0.53819572206275935985
89 September 2020Early Access Update 0.0.43819571572126626461
95 September 2020Early Access Update 0.0.33819571008264107411
102 September 2020Early Access Update 0.0.23819571008253593601

Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.